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Respect texture mirroring options when saving to file
Saving a texture to file will not respect flipping X/Y settings. It does respect the brightness option (that [0;1] range slider)
This is a low priority feature request.
I assume you mean the vertical flip for GL's co-ordinate system, but that doesn't have an X flip - do you mean something different?
To be honest given that it already applies the visible range, it's not saving 'ground truth' texture contents, so it should probably save exactly what you see on screen, with respect to all settings apart from zoom/pan. So I think it won't apply the channel mapping except for if you have a single channel selected, and it won't show the contents of any texture overlays which you might want to save.
You're right there's no X flip, my bad.
And I mean this (to dispell any doubt):
Right.
One of the problems with doing this though is that it will limit the output formats. So for example if you're viewing a BC1 compressed texture Y-flipped you won't be able to save it as DDS with BC1 compression, because that would require decompressing and recompressing. Even if that's possible without loss of information it's not really within scope.
Most likely I'd add an option to toggle in, save the underlying texture without view settings (as original format) or save the texture as seen on-screen, with certain limitations.
Gotcha indeed. Raw saving vs processed save.
When debugging RTTs I often need the processed ones. But if for some reason I need to dump a texture as is, then I'd prefer raw.