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Scene Graph Debugging Tools in VR-Vantage and VR-Forces

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Many factors affect the visual quality and performance of terrain databases and terrain developers must be able to assess the effect of their decisions when building terrains. VR-Vantage and VR-Forces have some built-in debugging tools that can help you with your terrain development process. This tech tip is a brief survey of some of these tools.

OSG Statistics Display. Includes frame rate, cull time, draw time, GPU usage, and the number of drawables and other terrain data. 

VR-Vantage Statistics Display. Displays time spent on rendering tasks, such as sky, SpeedTree, ocean, and shadows. Also, intersection, buoyancy, and DI-Guy updates.

Function Profiler. A profiling system that you can use to profile a function or portion of a function and provide on-screen results.

osgEarth Debugging. The osgEarth Profile dialog box lets you turn osgEarth layers on and off to see how they affect performance. You can change the opacity of a layer and view the effect of lighting on it.

Colorizing Drawables.  You can colorize the draw calls in a scene so that you can see which objects have large number of drawables that might affect performance.

Wireframe view. Displays the polygons in the terrain.

Developer Debug Overlay.  The developer debug overlay (built using the Dear ImGui API) lets you test changes to visual features, including ocean setting, lighting, and shadow settings. Developers can use the API to add additional test features.

Shader Component Visualization.  You can change the display to show different shader components, such as bumpmaps, specular poser, ambient light, and albedo.


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