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E_debugdraw has various debug views to investigate many different aspects of engine. Most of the views have 2 modes, with & without text.

To display the different mode either type E_DebugDraw 2 or E_DebugDraw -2. (minus symbol)

Table of Contents

E_DebugDraw 1

Displays the bounding box, cgf object name, its Polycount, Number of LODs, Current LOD the object is in.

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E_DebugDraw 5

Displays the number of rendered materials per object.

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E_DebugDraw 6

Displays the Ambient colour (R,G,B,A)

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E_DebugDraw 7

Displays a combination of Triangle count, no. of materials & texture memory.

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E_DebugDraw 15

This debug draw shows all exported helpers linked to the geometry in 3ds Max, like grab helper, touch bending helper, etc.

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E_DebugDraw 16

Asset Debug Gun. Point the camera at any object. It will detail information about it.

  • Object cgf name
  • Drawcall breakdown
    • Total
    • zpass
    • general
    • transparent
    • shadows
    • misc
  • Current LOD 
  • Number of instances
  • Number of Tris
  • Texture memory usage
  • Mesh memory usage
  • Number of materials
  • Mesh Type

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E_DebugDraw 17

This display mode gives you a guidance as to how much geometry & texture memory you are consuming on a 32m block of space. This is just a guidance towards where you are spending too much in either "bucket" Geometry / texture.

  • Black pie chart = Geometry
  • Blue pie chart = Texture

Increase these 2 cvars to get an idea on the budget of each zone. 

  • sys_LocalMemoryTextureLimit 
  • sys_LocalMemoryGeometryLimit 

Each tile gets represented with a flat 2d plane with 2 pie-charts on top. 1 for geometry, 1 for textures.

As you fill up each of your budgets, the pie chart will increase. 

The tile will be green if you are in a nice cheap area, yellow if reaching your set limit & if you are over budget on either texture or geometry, the tile will go red. 

This makes it easy to track down visually where you are spending too much in certain areas.

In this picture, the stats are set to texture = 256mb, geometry = 32mb

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E_DebugDraw 19

 This displays the physics proxies triangle count per object.

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E_debugdraw 20

Displays the object instance texture memory (in kb)

Objects in this picture are the boids.

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E_debugdraw 21

Displays the distance to the camera of animated objects.

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E_debugdraw 22

 Displays the vertex count of the current LOD step that the object is in.

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E_debugdraw 23

This applies an overlay on top of the assets to allow you to visualise whether or not the objects are casting a shadow.

  • If the object is RED, its is casting a shadow.
  • If the object is GREEN, it is NOT casting a shadow.
  • If the object has several SubID's that only some are set to cast a shadow, it will be shaded yellow.

Depending on the amount of SubID's in the material, it will be coloured red with a yellow hint if the majority of the ID's are set to cast shadows.

If it is only a few ID's that are set to cast a shadow they will be coloured green with a hint of yellow.

So the more complex the shadow setup of the objects material, the colouring will be red.

Green -> Yellow -> Red





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