Game Development Community

Debug Documentation

by elvince · in Torque 3D Professional · 02/08/2010 (4:56 pm) · 4 replies

Hi,

By reading the forum, I found that there are plenty of trick to debug Torque 3D for the network, graphics etc...
Is there any plan to have that in the official documentation?

I'm really interested in knowing how to find useful information like network usage, render pass count, performance, polygons etc...
As this is already setup in T3D, it could be good to have a dedicated space in the documentation to have such information?

What's your thoughts?

#1
02/08/2010 (6:07 pm)
In the console/scripts call the function metrics() and pass it any of the following:

- fps
- gfx
- terrain
- net
- groundCover
- sfx
- time
- reflect
- render
- shadow
- basicshadow
- audio (this one is an alias for sfx)
- video (this one is an alias for gfx)

The callbacks for these metrics exist in core/scripts/client/metrics.cs.
#2
02/09/2010 (3:27 am)
Thanks!!!

I think there also some "preprocessor" that helps to debug to trace down what's happening in runtime. Do you know them?
I'm thinking of TORQUE_DEBUG_NET or TORQUE_DEBUG_GUARD and all the TORQUE_DEBUG XXX
If you can tell me what's their usage it could a very useful thread for all new person in T3D.
#3
02/09/2010 (10:50 am)
Well, to use them all you have to do is #define them and recompile.

Example:

#define TORQUE_DEBUG_NET
#4
02/10/2010 (3:36 am)
I found their definition in Torque.h file.