void gkPhysX::createPvdConnection() { if(m_Physics->getPvdConnectionManager() == NULL) return; //The connection flags state overall what data is to be sent to PVD. Currently //the Debug connection flag requires support from the implementation (don't send //the data when debug isn't set) but the other two flags, profile and memory //are taken care of by the PVD SDK. //Use these flags for a clean profile trace with minimal overhead PxVisualDebuggerConnectionFlags theConnectionFlags( PxVisualDebuggerExt::getAllConnectionFlags() ); if (!mUseFullPvdConnection) theConnectionFlags = PxVisualDebuggerConnectionFlag::Profile; //Create a pvd connection that writes data straight to the filesystem. This is //the fastest connection on windows for various reasons. First, the transport is quite fast as //pvd writes data in blocks and filesystems work well with that abstraction. //Second, you don't have the PVD application parsing data and using CPU and memory bandwidth //while your application is running. //PxVisualDebuggerExt::createConnection(mPhysics->getPvdConnectionManager(), "c:\\temp.pxd2", theConnectionFlags); //The normal way to connect to pvd. PVD needs to be running at the time this function is called. //We don't worry about the return value because we are already registered as a listener for connections //and thus our onPvdConnected call will take care of setting up our basic connection state. PVD::PvdConnection* theConnection = PxVisualDebuggerExt::createConnection(m_Physics->getPvdConnectionManager(), PVD_HOST, 5425, 10, theConnectionFlags ); if (theConnection) theConnection->release(); }
void PVDHelper::createPvdConnection(const EditableParams& params) { PvdConnectionManager* pvd = mPhysics->getPvdConnectionManager(); if(!pvd) return; /* if(0) { PxDebuggerConnectionFlags PDebuggerFlags; PDebuggerFlags |= PxExtensionConnectionType::Debug; PDebuggerFlags |= PxExtensionConnectionType::Profile; PDebuggerFlags |= PxExtensionConnectionType::Memory; PxExtensionVisualDebugger::connect( pvd, PVD_HOST, 5425, 3000, PDebuggerFlags ); return; }*/ //The connection flags state overall what data is to be sent to PVD. Currently //the Debug connection flag requires support from the implementation (don't send //the data when debug isn't set) but the other two flags, profile and memory //are taken care of by the PVD SDK. //Use these flags for a clean profile trace with minimal overhead //TConnectionFlagsType theConnectionFlags( PvdConnectionType::Profile ) #ifdef BETA2 TConnectionFlagsType theConnectionFlags( PvdConnectionType::Debug | PvdConnectionType::Profile | PvdConnectionType::Memory ); if(!params.mUseFullPvdConnection) theConnectionFlags = TConnectionFlagsType(PvdConnectionType::Profile); #else PxVisualDebuggerConnectionFlags theConnectionFlags( PxVisualDebuggerExt::getAllConnectionFlags() ); if(!params.mUseFullPvdConnection) theConnectionFlags = PxVisualDebuggerConnectionFlag::Profile; #endif //Create a pvd connection that writes data straight to the filesystem. This is //the fastest connection on windows for various reasons. First, the transport is quite fast as //pvd writes data in blocks and filesystems work well with that abstraction. //Second, you don't have the PVD application parsing data and using CPU and memory bandwidth //while your application is running. //PxExtensionVisualDebugger::connect(pvd,"c:\\temp.pxd2", PxDebuggerConnectionFlags( (PxU32)theConnectionFlags)); //The normal way to connect to pvd. PVD needs to be running at the time this function is called. //We don't worry about the return value because we are already registered as a listener for connections //and thus our onPvdConnected call will take care of setting up our basic connection state. #ifdef BETA2 PxExtensionVisualDebugger::connect(pvd, PVD_HOST, 5425, 10, PxDebuggerConnectionFlags( (PxU32)theConnectionFlags) ); #else PVD::PvdConnection* theConnection = PxVisualDebuggerExt::createConnection(mPhysics->getPvdConnectionManager(), PVD_HOST, 5425, 10, theConnectionFlags ); if(theConnection) theConnection->release(); #endif }