8 Commits

Author SHA1 Message Date
baldurk 424f5ab964 Set texture viewer status bar to fixed width font. Partly experimental
* Since the addition of the normalised UV co-ords the status bar will
  flicker in width horrendously when scanning over a texture and it's
  impossible to track where you are. Even worse, if the text is wide
  enough (or the window narrow enough) you'll end up with the status
  bar flickering between one and two lines - which is awful.
* For now I've added some padding for numbers and set a fixed width font
  so the only varying element is the actual texel value, which is
  unavoidable in the general case. The text is probably wider overall
  so I'll need to see what feedback I get.
2015-02-10 17:37:08 +00:00
baldurk ea8203e160 Add backface culling overlay 2014-11-27 23:36:06 +00:00
baldurk 082a8afb9b Remove toolbar debug pixel button 2014-09-24 13:32:07 +01:00
baldurk 55e0178ec9 Add quad overdraw mode. Thanks Stephen Hill (@self_shadow)!
* http://blog.selfshadow.com/2012/11/12/counting-quads/
* Quad Overdraw based on ScenePS4 from the revised implementation. The
  colours are new, up to 20 levels. Picking pixels shows the overdraw level
* Available per-pass and per-drawcall, a pass defined the same way as in
  the mesh view, drawcalls since last clear or RT change.
* List of events now passed through to RenderOverlay the same as RenderMesh
2014-08-17 15:28:51 +01:00
Baldur Karlsson 9fda74fc07 Add a button on the texture viewer that flips the tex in Y
* Useful for systems that render OpenGL upside down with a final flip,
  for example.
2014-07-28 10:28:28 +01:00
baldurk 3bb382d9cf Further progress on pixel history view
* Added simple UI
* Don't apply SRGB curve to alpha data
* Account for clear calls not returning occlusion query results, and for
  depth/colour clears.
2014-07-13 18:58:45 +01:00
baldurk 75353bd190 Add toggle to disable gamma 'correction' of linear data. Closes #58
* The explanation is in the FAQ but the short explanation is that most
  data e.g. normal maps are conventionally displayed as if they contained
  SRGB data, so RenderDoc does the same so things look as expected.
2014-07-04 17:02:11 +01:00
baldurk c38affcded Initial commit of existing code.
* All renderdoc code up to this point was written by me, history is available by request
2014-05-02 08:33:01 +01:00