<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.fightorder.net/wiki/index.php?action=history&amp;feed=atom&amp;title=Gamedev%3ADebugDrawModes</id>
	<title>Gamedev:DebugDrawModes - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://www.fightorder.net/wiki/index.php?action=history&amp;feed=atom&amp;title=Gamedev%3ADebugDrawModes"/>
	<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Gamedev:DebugDrawModes&amp;action=history"/>
	<updated>2026-04-21T07:59:04Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.44.2</generator>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Gamedev:DebugDrawModes&amp;diff=601&amp;oldid=prev</id>
		<title>Qrow: 1 revision imported</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Gamedev:DebugDrawModes&amp;diff=601&amp;oldid=prev"/>
		<updated>2025-11-13T02:24:11Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:24, 12 November 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Qrow</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Gamedev:DebugDrawModes&amp;diff=600&amp;oldid=prev</id>
		<title>interwiki&gt;Flozi: /* /DebugColVol (alt+v) */ about the points</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Gamedev:DebugDrawModes&amp;diff=600&amp;oldid=prev"/>
		<updated>2020-06-25T14:46:40Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;/DebugColVol (alt+v): &lt;/span&gt; about the points&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Debug Drawing Modes =&lt;br /&gt;
Spring has several drawing modes which are useful for debugging and performance checking. &lt;br /&gt;
They are listed below by [[UI commands]] with their default key binding.&lt;br /&gt;
&lt;br /&gt;
== /Debug (alt+b) ==&lt;br /&gt;
[[File:Debug.jpg|400px|left|/Debug]]&lt;br /&gt;
Draws a toggleable list of engine functions and a breakdown of how much time is spent computing them. When toggled on a line graph is drawn to illustrate the change in performance over time. &lt;br /&gt;
&lt;br /&gt;
Since 97.0 there is a new &amp;#039;&amp;#039;&amp;#039;Frame Grapher&amp;#039;&amp;#039;&amp;#039; visualisation which shows how the last half-second was spent:&lt;br /&gt;
&lt;br /&gt;
* Green are video frames&lt;br /&gt;
* Red are simframes&lt;br /&gt;
* Blue is swapBuffer (gpu/vsync)&lt;br /&gt;
* Pink is lua gc&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== /DebugColVol (alt+v) ==&lt;br /&gt;
[[File:DebugColVol.jpg|400px|left|/DebugColVol]]&lt;br /&gt;
Draws unit and feature [[Gamedev:CollisionVolumes|collision volumes]] as purple meshes. When hit by a weapon the meshes turn red. Since 99.0 weapon debug spheres are also drawn in this mode for the [[Animation-LuaCallins#Weapons|AimFromWeapon()]] position, [[Animation-LuaCallins#Weapons|QueryWeapon()]] (muzzle) position and unit target position. Shields spheres are drawn in blue. Weapon &amp;#039;Query&amp;#039; points are in red, orange if aiming. Weapon &amp;#039;AimFrom&amp;#039; points are in yellow. The unit centre is in magenta, and if it is different the target point of the unit is in red.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== /DebugPath (alt+p) ==&lt;br /&gt;
[[File:DebugPath_Close.jpg|400px|left|/DebugPath Close up view]][[File:DebugPath_Far.jpg|400px|left|/DebugPath Far out view]]&lt;br /&gt;
&lt;br /&gt;
Draws pathfinder routes, colour coded by accuracy.&lt;br /&gt;
&lt;br /&gt;
* Red is the most finely computed pathing&lt;br /&gt;
* Green is intermediate paths&lt;br /&gt;
* Blue is least accurate long range path&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== /DebugTraceRay ==&lt;br /&gt;
It is meant for debugging trajectories of ballistic projectiles. [https://springrts.com/mantis/view.php?id=4664 Currently broken in 98.0]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== /DebugDrawAI ==&lt;br /&gt;
[[File:DebugDrawAI_E232AI.jpg|400px|left|/DebugDrawAI implemented in E232AI]]&lt;br /&gt;
This mode is toggled through the engine but is up to the native AI to implement itself. The image shows how [[AI:Skirmish:List|E232AI]] implements a real-time threatmap rendering and a real-time performance profiler.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game Dev]]&lt;/div&gt;</summary>
		<author><name>interwiki&gt;Flozi</name></author>
	</entry>
</feed>