/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021, 2022, 2023 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ namespace Magnum { /** @page debug-tools Debugging helpers @brief Convenience classes to help you during development. @tableofcontents @m_footernavigation @ref DebugTools library provides various helper classes to help you with prototyping and debugging applications without the need to write too much common code. They probably have no usage in production code, but can be useful in development. See documentation of @ref DebugTools namespace for more information about building and usage with CMake. @section debug-tools-renderers Debug renderers Debug renderers provide a way to visualize objects and object features in @ref scenegraph "scene graph" without the need to mess around with meshes and shaders. They are implemented as object features, so you can attach any number of them to any object. Basic usage involves instancing @ref DebugTools::ResourceManager and keeping it for the whole lifetime of debug renderers. Next you need some @ref SceneGraph::DrawableGroup instance. You can use the same group as for the rest of your scene, but preferably use dedicated one for debug renderers, so you can easily enable or disable debug rendering. Next step is to create configuration for your debug renderers and create particular debug renderer. The configuration is managed using the resource manager - you create configuration instance, add it to the manager and then reference it using particular resource key. This way you can easily share the same options with more renderers. If no options are specified or resource with given key doesn't exist, default fallback is used. Example usage: visualizing object position, rotation and scaling using @ref DebugTools::ObjectRenderer : @snippet DebugTools-gl.cpp debug-tools-renderers See @ref DebugTools::ObjectRenderer and @ref DebugTools::ForceRenderer for more information. */ }