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Compatible openGl debug-tool? - Printable Version

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Compatible openGl debug-tool? - modEmMaik - 09-09-2019

I tried to combine GLIntercept with Wings3d in order to generate a texture-bake function (capture texture after shader stage).

But GLIntercept does not seem to interact with Wings3D.

Does any one have an alternative debug tool, usable to capture textures after a shader pass?

Thanks,
mike


RE: Compatible openGl debug-tool? - micheus - 09-09-2019

(09-09-2019, 05:56 PM)modEmMaik Wrote: But GLIntercept does not seem to interact with Wings3D.
I tested it and it works fine.
I think you put the files (gliConfig.ini and OpenGL32.dll) under C:\Program Files\wings3d_2.2.4, but you need to go a little deep and put under \bin folder where you find erl.exe/werl.exe.

Nice trick get them this way.


RE: Compatible openGl debug-tool? - modEmMaik - 09-09-2019

Thanks micheus,

got it up and running.


RE: ModEmMaik OFP addon - micheus - 09-09-2019

As you are writing a new shader code to replace the hemilight shaders, to speed up the process you can enable the Develop menu in the Preferences dialog. This way you get access to the option OpenGL Recompile Shaders.

As a tip to avoid break Wings3D - in case you make a mistake in the code -, I recommend you to: first, open the Log Window to see the result of the compilations; second, change to Use Camera Light before use the option to recompile the shader; if no error popped into the log window, then you can switch to Use Hemisphere Light safely. Smile


Also, JFYI, when you unwrap the mesh in Wings and you get into AutoUV window, if you used the OC command you can extract the painted texture by - in the Draw Options dialog - enable "Draw Faces" and "Draw Edges" with the option "Draw Border edge" and "Use vertex colors" set.

It works for entire islands or selected one. That is way to use those AutoUV shaders I added a couple of years. In this case, you just need to select one of the shaders from the list. Smile