Comments (1)
This is something far better suited for you to determine in your application and your editor/data source/etc. It may be possible to determine this from RenderDoc if you know what details to look up but it is far better to do such analysis on the source data not what is sent to the graphics API.
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Related Issues (20)
- [Vulkan] Image barriers cause some images to become incorrectly trashed HOT 3
- crash if "VK_KHR_get_physical_device_properties2" is not enabled when "Enable API Validation" HOT 1
- crash if "VK_KHR_get_physical_device_properties2" is not enabled when "Enable API Validation" HOT 6
- crash when examining capture HOT 1
- Crash on D3D12 Command Queue Creation while DLL is Loaded HOT 2
- D3D12 Pixel History reports depth test failures for stencil write HOT 1
- Inconsistent playback and capture HOT 1
- VK_ERROR_DEVICE_LOST for vulkanExamples shaderobjects HOT 10
- Storage buffers not captured if uploaded during previous frames HOT 2
- Couldn't start global hook HOT 1
- Input vertex attributes and input vertex data not shown when using SPIR-V shaders on OpenGL app HOT 2
- QRenderDoc GLFW: failed to create window surface HOT 2
- Identical expressions. Probably meant .width || .height HOT 3
- Identical statements in if and else if. HOT 3
- Some vertex attributes and buffers are not displayed in pipeline state window HOT 7
- Add Warning Dialog when running Wayland HOT 1
- Error device lost when using buffer device address HOT 4
- External image formats cannot be created HOT 1
- UI Display Issue HOT 8
- Export to bytes does not export the full buffer HOT 2
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