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Layout modes


Brakeza3D offers three default widget layouts, designed for different workflow types. It’s important to note that the functionality remains the same; only the visual arrangement of the widgets on the screen changes.

Default layout​


The default layout provides a balance between the other two layouts. In this layout, you can easily access the object inspector, its properties, system logs, and the browsers for loading resources.

Default layout

Developers layout​


The Developers layout is designed to focus on LUA script coding tasks. You have access to the object inspector, its properties, as well as its associated scripts and shaders. This layout also includes the code editor.

Developers layout

Design layout​


The Designers layout is designed to optimize the scene view area while keeping the object inspector and its properties window accessible. It is ideal for scene assembly.

Design layout

Windows list​


In the main menu, you will find the Windows section, which provides access to all the available windows in the application.

SectionDescription
Project SetupProject configuration, including its name, scripts, and global shaders
Scene ObjectsObjects loaded in the scene. Click to select one
Object PropertiesProperties of the selected object
Object ScriptsScripts associated with the selected object
Object VariablesVariables associated with the scripts of the selected object
Object ShadersShaders associated with the selected object
Global VariablesGlobal variables in the application
ImagesAccess to the assets/images folder
Keyboard/MouseViewer for keyboard and mouse events
File BrowserUnified browser for projects, scenes, scripts, and shaders
Console LogLog console
Light Depth MapsDebugging dynamic light depth maps
ProfilerEngine performance: frame times, render passes, GPU timing, caches
ThreadsWorker thread pools and pending loading jobs
Code EditorEditor with syntax highlighting for LUA/GLSL
UI ManagerVisual editor for UI widgets (see UI Widgets)

Profiler​

Besides CPU times per component and per render pass, the Profiler window offers:

  • Count draw calls / triangles: per-frame totals (instanced draws count once).
  • Enable GPU timing: measures the real GPU time of each render pass (GL_TIME_ELAPSED queries), shown next to the CPU time.
  • Export CSV (avg/median/P95/P99): writes logs/profiler_<date>_<time>.csv with the statistics of every pass, CPU and GPU. Useful to compare performance before and after a change.
  • Cache statistics (images, models, scripts) with buttons to reset or clear them, and a view of the internal framebuffers (layers, G-Buffer, picking).