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Graphics debugging aids

Just thought I’d make a quick, very graphical, post about various tools I have in my engine to better visualize things.

 

Wireframe mode. Pretty straightforward.

Wireframe mode. Pretty straightforward.

The 3 main components of water, and the final result.

The 3 main components of water, and the final result.

Visualizing specular light only.

Visualizing specular light only.

The 16 bit (linear) light accumulation buffer for HDR.

The 16 bit (linear) light accumulation buffer for HDR.

Disabling the diffuse buffer in my deferred renderer's G-buffer.

Disabling the diffuse buffer in my deferred renderer’s G-buffer.

Showing collision primitives

Showing collision primitives

Ambient light with the diffuse color disabled.

Ambient light with the diffuse color disabled.

Objects rendered taking their color from the world albedo estimate map (used to color ambient lighting).

Objects rendered taking their color from the world albedo estimate map (used to color ambient lighting).

 

Similar to the albedo map above, but for the "low frequency" ambient occlusion texture.

Similar to the albedo map above, but for the “low frequency” ambient occlusion texture.

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