Baldur Karlsson
Baldur Karlsson
Sure thing, I've added a python function to get the currently picked pixel. I'm happy to expose more things to the python API for extension access on request.
I'm glad you were able to implement this feature for your uses, one of the primary advantages of open source is allowing this kind of experiment. Editing of captures is...
This issue is about shader debugging on OpenGL, which is not supported. If you are encountering a bug with using the pixel history please file an issue about it and...
> so this will probably take a little while to fix. Quite the understatement... I have legitimately been thinking about this every few months since it was opened. The fix...
This issue is not the appropriate place for Unreal questions or support. The feature request has been made so you can follow this issue if you are interested in it,...
Closed by #2865
That commit should add support for this extension, but I have no way of testing this myself. It's straightforward enough that I don't expect any problems but let me know...
No, it's not a UI design issue - you've glossed over the real problem which is that pixels are only distinguished for debugging via primitive not instance, because the primitive...
The pixel history shows each overwriting primitive separately and primitives in different instances are by definition different primitives, but that is effectively a coincidence and not a deliberate separation of...
To clarify are you saying that the only supported way to include source in debug info at all is either to use slim PDBs, or to embed the debug info...