The HUD controls are common to all APIs and can be accessed by clicking on the "HUD Controls" node on the stage view control.
The HUD controls allow you to decide which elements to display on the HUD.
a) General
- Force Clear
- The backbuffer is automatically cleared (to a shade of blue) at the beginning of each frame. This improves visual clarity of the objects that have already been drawn in the current frame if your application doesn't clear the back buffer on its own.
- This is represented by the bright blue border that is visible in the window.
- Wire Frame Overlay
- The current object being drawn is highlighted with a magenta wireframe overlay to make it more easily identified.
- This is represented by the magenta circle drawn in the window.
- Auto Render Target
- When enabled, if the application is rendering to a RenderTarget rather than the back buffer, that RenderTarget will be displayed on the HUD slightly smaller than the back buffer. This allows you to always see the object being rendered.
- This is represented by the light blue rectangle drawn in the window, which also shows the size that the RenderTarget will be drawn.
b) HUD Texture Controls
- Clear
- Turn off all textures on the HUD.
- All
- Shows all textures on the HUD.
- Border
- Shows a smaller subset of textures around the edges of the HUD.
- VS Textures (36)
- Shows 36 VS textures in a grid on the HUD.
- HS Textures (36)
- Shows 36 HS textures in a grid on the HUD.
- DS Textures (36)
- Shows 36 DS textures in a grid on the HUD.
- GS Textures (36)
- Shows 36 GS textures in a grid on the HUD.
- PS Textures (36)
- Shows 36 PS textures in a grid on the HUD.
- CS Textures (36)
- Shows 36 CS textures in a grid on the HUD.
- Render Targets
- Shows the various textures from the OM stage on the HUD.