- To rotate the mesh, click and drag with the mouse. The axes in the lower left-hand corner rotate as well, visualizing the current position of the mesh.
- To pan the mesh:
- Hold down theShiftkey, then click and drag with the mouse
- Click with the middle mouse button and drag with the mouse
- To zoom in and out of the mesh, use the mouse scroll wheel
- To save the image, right-click the image and selectSave Image...from the context menu. You can save the image in JPEG, BMP, or PNG formats.
- To export geometry, right-click the image and selectExport Geometry...from the context menu. Graphics Frame Analyzer exports geometry in the Alias Wavefront Object (*.obj) format. You can export geometry for any available pipeline stage by selecting the stage in the Pipeline Stages pane below.
- Clockwise - disable rendering of triangles with clockwise-oriented vertices.
- Counter-clockwise - disable rendering of triangles with vertices oriented in a counter-clockwise order.
- None - disable culling to render all triangles.
- Wireframe - the vertices are connected to show a wireframe model.
- Hidden Line - a wireframe model with hidden occluded lines.
- Solid - the faces of each triangle are filled with a color, so that the object is drawn as a solid model.
- Point Cloud - the vertices are shown as points. The brighter points indicate a greater density of vertices; use this visualization to identify duplicate vertices
- Strip Coloring - the mesh is broken up into sets of triangles based on data localization. If adjacent triangles share two vertices, they fall into the same set. For visual differentiation, each set is randomly colored. The bigger the set size, the better re-use of the vertex cache you have. A mesh with many small sets may indicate that your application performs more vertex fetch and shader work than necessary.
- information about the geometry, such as the topology and primitive count
- status messages
- IA(Input Assembly) - shows the pre-transform geometry.
- VS(Vertex Shader) - shows the post-transform geometry performed by the vertex shader.
- GS(Geometry Shader) - shows the results of processing by the geometry shader.
Supported Pipeline Stages
Microsoft* DirectX* 9/9Ex
Microsoft* DirectX* 10/10.1
IA, VS, GS
- Select the stage in thePipeline Stagepane.
- UseLeft ArrowandRight Arrowbuttons to sequentially go from stage to stage.
- Click and drag with the mouse to scrub through different stages.
- Dark-blue border highlights the currently selected pipeline stage.
- White text indicates that geometry data is available for this pipeline stage.
- Gray text indicates that the stage is unavailable.