Atlassian uses cookies to improve your browsing experience, perform analytics and research, and conduct advertising. Accept all cookies to indicate that you agree to our use of cookies on your device. Atlassian cookies and tracking notice, (opens new window)

Enlighten SDK 3.10 Documentation
Results will update as you type.
  • Welcome to Enlighten
  • How Enlighten works
  • Artist workflow
  • Install Enlighten
  • Libraries
  • Implementation guide
  • Technical reference
    • Output formats
    • Albedo handling
    • Lightmap lighting models
    • Light probe evaluation
    • Local IBL reflections
    • Light visibility data
    • Custom direct lights
    • Precompute pipeline
    • Low level precompute API
    • Debugging the precompute
      • Debugging with IClusteringOutput
      • Debugging with ILightTransportOutput
    • The low level runtime
    • Baked lighting
    • Performance tuning
    • Technical troubleshooting
    • Terrain LOD
    • Probe LOD
    • Lightmap LOD
  • Advanced techniques
  • Tools
  • Enlighten Mobile
  • White papers
  • Third-party licences
  • Release notes
    Calendars

You‘re viewing this with anonymous access, so some content might be blocked.
/
Debugging the precompute

    This is the documentation for Enlighten.

    Debugging the precompute

    Nov 21, 2019


    The more complex stages of the precompute generate debugging information that can be useful in visualising the process and understanding the behaviour of the systems. Much of this information is incorporated into the GeoRadiosity visualisation services, which you can use with your own scenes. As your integration progresses, you will probably want to use this debugging information to implement visualisations within your own game engine or editor.

    Data generation

    The High Level Build System automatically creates these debugging data objects in the radiosity folder of the scene output.

    If you are using the Low Level Precompute API, you must call additional functions during the precompute to generate the data. For example:

    virtual Geo::s32 CompileLightTransportOutput(
    		const IPrecompSystemLightTransport* pLightTransport,
    		Geo::IGeoProgressProxy* logger,
    		ILightTransportOutput*& oLightTransportOutput) = 0;
    

    For details of the Compile...Output functions, refer to the IPrecompute class; there is one function for each object that has debugging information available.

    Debugging objects

    The three main debugging objects are as follows:

    TypeExtension
    IMeshSimpOutput.mso
    IClusteringOutput.clo
    ILightTransportOutput.lto

    For more information, see the low level precompute API and Debugging Utilities module in the API reference documentation.

    , multiple selections available,
    {"serverDuration": 10, "requestCorrelationId": "61add3c6dbaf4d869836f01cc484d7e7"}