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Update docs on Qt support
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docs/behind_scenes/opengl_support.rst

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@@ -38,7 +38,7 @@ There are several places where OpenGL is not yet at feature parity with D3D11.
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Linux and OS X
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Linux and OS X support follows naturally when thinking about OpenGL support. Currently there is full support for capturing and replaying on linux, however the Qt UI is still work in progress. The recommended method is to capture on linux, and then replay on windows. For more information on this see :doc:`../how/how_network_capture_replay`.
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Linux and OS X support follows naturally when thinking about OpenGL support. There is full support for capturing and replaying on linux, with the UI based on Qt. It is also possible to capture on linux, and then replay on windows. For more information on this see :doc:`../how/how_network_capture_replay`.
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See Also
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docs/behind_scenes/planned_features.rst

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@@ -15,8 +15,7 @@ Planned features
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* Mesh display after HS stage.
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* Perfkit/PerfHUD integration for vendor-specific detailed performance timers.
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* Multiple frames in a single capture/logfile.
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* D3D12 support.
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* Further work on Qt UI.
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* Replacing .NET UI with the Qt UI.
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* Diffing events in a given frame.
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* Modifying the pipeline on the fly to change state.
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* Highlighting redundant state-setting.

docs/behind_scenes/vulkan_support.rst

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@@ -45,7 +45,7 @@ RenderDoc has initial support for Vulkan at the launch of version 1.0, but it co
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Non-windows platforms
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Linux and other platform support follows naturally when thinking about Vulkan support. Currently there is full support for capturing and replaying on linux, however the Qt UI is still work in progress. For more information on this see :doc:`../how/how_network_capture_replay`.
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Linux and other pltaform support follows naturally when thinking about Vulkan support. There is full support for capturing and replaying on linux, with the UI based on Qt. It is also possible to capture on another platform, and then replay on windows or windows. For more information on this see :doc:`../how/how_network_capture_replay`.
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See Also
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