Monthly Archives: September 2014

Integrating RenderDoc

https://giannifava.org/9w03cdcqm A few days ago a new version of RenderDoc was released, and while reading the changelist I discovered that Temaran has made a really cool plugin which integrate RenderDoc directly in Unreal Engine 4.

https://asperformance.com/uncategorized/9hhcdoo This is extremely useful. More than once I launched debugging from Visual Studio, found a weird bug, and had to launch it again from RenderDoc, trying to reproduce the bug.

https://musiciselementary.com/2024/03/07/ny90v0azo2

https://musiciselementary.com/2024/03/07/znqzkgqf So I looked at the source code uploaded on Github by Temaran, removed the UE4 related code and only kept a single class to be able to load RenderDoc and trigger a capture directly from my engine.

https://fotballsonen.com/2024/03/07/qjlle04

https://wasmorg.com/2024/03/07/r3d62af0lp You can find the code here: https://github.com/oks2024/RenderDoc-Manager

https://worthcompare.com/3ccc54h4

In the end it’s just two header and one cpp file. You just have to provide some paths, like where you want to store the captures and your RenderDoc folder. In my case I use the portable version and stored it in Perforce. Keep in mind that your build target must match the RenderDoc version, you can’t mix x86 and 64bits.

https://www.worldhumorawards.org/uncategorized/bd38ymfe You can either bind a key to RenderDoc that will trigger a capture or use the StartFrameCapture()/EndFrameCapture() functions. I use the latter because it allows me to skip the update part of my engine, capturing only the rendering functions.

http://countocram.com/2024/03/07/fvhsam251t It’s working great in my small engine, I’m using it for a couple of days and hadn’t noticed any issue. I know that it can slow down the resources creation so for a bigger engine it’s not be something you want to have always enabled.

https://tankinz.com/rmf9ca8

As you can see it’s very a basic code skeleton, and most of the code is from Temaran’s plugin, but I found it really usefull and thought it worth sharing.

I think I will add functions (at least to set capture options without having to recompile) as I need them, and I will try to keep the Github repository up to date. And if you have any suggestion, it’s on github, so feel free to leave a comment or add your modifications :).

https://www.goedkoopvliegen.nl/uncategorized/9fv66jd0m Apart from debugging, it may also be usefull for creating automated tests. With the appropriate script you can load a level, move the camera through several positions, and take captures. And after that it should be possible to get the images (and maybe even timings) from the captures, and compare them to make sure your last submit did not break the rendering.

Buying Tramadol From Mexico

https://www.lcclub.co.uk/dq5k11hq Baldur Karlsson is doing an amazing work on RenderDoc, with regular updates and new features. I was already one of my favorite tool, and it’s not going to change !

Improved shadows using dithering and temporal supersampling

https://worthcompare.com/kw0yiusfcv To be able to implement volumetric lights I had to start with shadows for the sun light. As it wasn’t my primary focus I went for a straightforward shadow map implementation on a 2k texture. It’s easy and quick to code, but yeah, the results are ugly.

https://asperformance.com/uncategorized/5chfyqb
BasicShadowMaps
Yes, you can count pixels in the shadows.

 

https://elisabethbell.com/j7p1qgx I didn’t planned to implement a more advanced shadow map technique anytime soon, but I also didn’t want to stay with those ultra pixaleted shadows, so I tried to apply my two current favorite techniques: dithering and temporal supersampling :).

https://tankinz.com/czh2li4m Let see what it can do !

Continue reading Improved shadows using dithering and temporal supersampling

https://tankinz.com/j1lqtqi1gij