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- debug draw system supports out-of-context draws - add debug draw timelines to RBAN - debug draw context cleanup - new debug draw command system (not used yet) Debug Draw commands from a thread on which DD is not initialized will fall back to a "global frame" which is a never-ending debug draw frame that we pull debug draw commands from every time we render. Draws to the global frame suffer from the same flicker problems as the old DD backend but it will allow use to remove the old system. The ultimate goal is to give a context to all threads that use DD. Debug Draw commands can now be more sophisticated and can defer decisions like the color and line thickness, or whether to display at all, to render time. This will be important when we can rewind the debug draw and want to change visualization settings after the commands have been queued. This can also make the draw queue much smaller (e.g, when drawing a mesh we previously had to enqueue a Line command for every edge, and now it is just an implicit object pointer) [CL 33481131 by chris caulfield in ue5-main branch]