The Renderer Panel on HeroBlade serves a variety of functions. To new developers, the most import settings are the ability to invert the mouse from its default rotation. See the visuals section below.
The "Visuals" section of the panel is one of the more commonly-used sections. It is here that you can change the view settings for your camera in Fly Mode and Character Mode, such as to invert the controls that move up and down. It is also on this panel that you can set some visualization settings, such as whether or not to "dim" the objects that are in other rooms.
Speed: the movement speed of the FLY camera in HeroBlade.
Active, Position, Rotation, Zoom, and LookAt: these display the status of the currently active camera.
Game Mode Rotation: these switches invert the mouse direction of camera rotation while in game mode. These may of course be overridden or reversed by your game implementation. Invert Mouse Wheel: inverts the zoom direction of the mouse wheel. May be overridden or reversed by your game implementation.
Fly Mode Rotation, Invert Y: inverts the affect of up/down mouse movement when using the FLY camera in edit mode.
Auto Select Room: toggles whether the camera position determines the currently active room.
Collision Response: toggles whether the FLY camera is susceptible to collision.
Bounds: outlines the bounding boxes of rooms in green.
FPS Graph: provides an overlaid graph with a great deal of data about the FPS and Network performance. There is a visual graph which scrolls across the viewport, and corresponding numeric values along the bottom. See Controlling_Frame_Rate_(FPS) for a list.
Sun: renders a polyhedron in what would be the position of the sun, according to the current directional light angle.
Anim: toggles animation.
PerfWarns: toggles text overlays that appear when particular HeroEngine subsystems are taking more than an expected portion of time during a frame.
Tooltips: toggles informative tooltips when hovering over world objects or game GUI elements.
Trails: toggles rendering of trails.
Highlighting: toggles stencil highlighting (such as when Triggers are selected)
Selected Only: renders only selected objects, culling everything else.
Dim Other Rooms: renders objects that are not in the currently active room in dim red, making it easy to spot room boundaries and objects that are incorrectly roomed.
All Rooms: renders all rooms, regardless of whether they are currently marked as visible.
Bright: when checked, disables fog and sets light colors to a bright setting.
Isolate Light: when checked, if any LightNodes are selected, only their contribution to the scene is rendered (without directional lighting). If no LightNodes are selected, only directional light is rendered.
Deformers: disables all GPU deformation of vertices.
Char Cues: renders a variety of debugging indicators for character movement and positioning.
Overdraw: renders in a mode which color-codes the number of layers of overdraw at each screen pixel.
Axis Indicator: toggles the orientation indicator in the lower right corner of the viewport.
BB Particles: toggles rendering of billboard particles. Mesh Prts: toggles rendering of mesh particles. Updates: toggles particle system updates (freezing all current particles, not emitting new ones). Collision: toggles forcing all particles to ignore collision regardless of their properties.
These are a collection of checkboxes, displays and sliders that are mostly useful for debugging and support purposes.
This section lets you toggle a variety of debugging visualizations.
Show Wireframe: overlays meshes, heightmaps, and SpeedTrees with a white wireframe display.
1x1 Textures: renders all textures as if they were 1x1 pixel.
No Textures: renders everything in flat colors. (Color-coded according to deprecated collision properties, but this mode can still be useful, with or without wireframe mode also enabled.) The slider adjusts the brightness, from black to bright green/red.
Show Normals, Show Tangents, Show Binormals: render vectors indicating the vertex normals (yellow), tangents (red), and binormals (magenta) of meshes, characters, heightmaps and SpeedTrees. The Size slider adjusts their length. These can be used to identify lighting problems with a model, or seams between adjacent heightmap nodes.
LOD Min, Max: limit the minimum and maximum LOD levels of meshes. I.e. with Min set to 1, whenever the engine would normally have rendered the most detailed level of a mesh (LOD 0) it will render the second-most detailed level (LOD 1) instead.
This section has settings for the Effect Shader and culling, and various other debugging checkboxes.
The Gamma checkbox adjusts lighting correction. When it is on, it will adjust lighting levels in a similar manner to how the human eye works, increasing or decreasing levels according to whether the viewpoint is in light or shade.
The Macro UV Size Override slider can be used experimentally by artists to determine appropriate UV scales for macro textures.
This section of the panel contains debugging switches for SpeedTrees.
The sliders override the normal near and far LOD distances, and can be used to find good values to use for LODNear and LODFar properties of SpeedTrees.
This section allows you to modify settings on how shadows will display. To turn shadows off (such as when optimizing things for an FPS check), ensure that the "Directional Shadows" box is unchecked.
This section has settings for how characters are drawn.