Gamedev:DebugDrawModes: Difference between revisions
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It is meant for debugging trajectories of ballistic projectiles. [https://springrts.com/mantis/view.php?id=4664 Currently broken in 98.0] | |||
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Revision as of 00:47, 6 February 2015
Debug Drawing Modes
Spring has several drawing modes which are useful for debugging and performance checking. They are listed below by UI commands with their default key binding.
/Debug (alt+b)

Draws a toggleable list of engine functions and a breakdown of how much time is spent computing them. When toggled on a line graph is drawn to illustrate the change in performance over time.
Since 97.0 there is a new Frame Grapher visualisation which shows how the last half-second was spent:
- Green are video frames
- Red are simframes
- Blue is swapBuffer (gpu/vsync)
- Pink is lua gc
/DebugColVol (alt+v)

Draws unit and feature collision volumes as purple meshes. When hit by a weapon the meshes turn red.
/DebugPath (alt+p)


Draws pathfinder routes, colour coded by accuracy.
- Red is the most finely computed pathing
- Green is intermediate paths
- Blue is least accurate long range path
/DebugTraceRay
It is meant for debugging trajectories of ballistic projectiles. Currently broken in 98.0
/DebugDrawAI

This mode is toggled through the engine but is up to the native AI to implement itself. The image shows how E232AI implements a real-time threatmap rendering and a real-time performance profiler.