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?
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?
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#2
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.
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
Example:
#define TORQUE_DEBUG_NET
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
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- 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.