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Short answers to the questions that come up most often. Each entry is one short paragraph; the linked page carries the full detail. Ordered roughly by guessed frequency, hottest first.
- I ran
solarxy-cli --paths "..."and the GUI launched. Why? - My markers disappeared after re-exporting the model.
- Which
solarxy.tomldid Solarxy actually pick up? - What is the difference between shading mode and inspection mode?
- How do I save preferences? I remember
Shift+Sused to work. - Why does the menu bar say "Review" with an amber dot?
- Where do I find the keyboard shortcuts inside the app?
- Can I switch themes without restarting?
- Why is my Texel Density heatmap all red?
- Why are review markers invisible in the UV Map pane?
- Why doesn't the F4 Quad layout populate split panes with UV Map automatically?
- Why is there no CLI MSI on Windows?
- Does Solarxy ship a Linux aarch64 AppImage?
- Why are my annotations anonymous?
solarxy-cli defaults to view mode, which launches the GUI and ignores
--paths. Batch validation requires the explicit --mode analyze, so any
invocation that uses --paths must also include it. The combination is
what flips dispatch from "open the GUI" to "run the batch validator." See
CLI Reference → solarxy-cli: terminal companion.
They are not gone - they moved. Solarxy compared the model's current per-mesh SHA-256 hashes against the hashes recorded in the sidecar; one or more changed. The affected markers moved to the Needs re-anchor section of the Review Panel and now render dimmed at their world-space fallback position. Click Re-place on the panel row, then click the corrected spot on the geometry. See Review System → Anchor stability.
Discovery walks four steps in order: explicit --config <PATH> if
passed, then the $SOLARXY_CONFIG env var, then solarxy.toml in the
start directory, then a parent walk up to a .git/ directory or the
filesystem root (capped at 20 levels). For --paths runs the start
directory is the current working directory, not each asset's
directory - run CI from the repo root or pass --config explicitly. The
resolved config path is recorded in the batch validation run report. See
Configuration → Discovery order.
View mode (Shaded / ShadedWireframe / WireframeOnly / Ghosted,
cycled with W and X) is the surface representation - shaded geometry,
edges only, semi-transparent. Inspection mode (Shaded / Material ID /
Texel Density / Depth / Overdraw / AO Preview, on keys 1, 2, 4,
5, 6, 7) is the shader output. They compose - you can run Texel Density
in Wireframe view. See
Inspection → View modes and inspection modes.
Shift+S was retired in v0.6.0 RC2. The replacement is
Edit → Save View Settings as Default for live display / rendering /
lighting state, and the Preferences modal (Cmd/⌘+,) for startup-only
fields like window size and MSAA. Plain S now resets the active pane to
the default Shaded view mode. See
Release Notes.
Review mode is active. While review mode is on, the Review label gains
an amber dot (● Review) and the Review Panel opens automatically. Click
on the model to place a marker; press Shift+R again or Esc to leave
review mode. See
Review System → Entering review mode.
Press ? while the GUI is focused to open the in-app shortcuts modal.
It is a read-only reference grouped by category (File / Window & Layout /
Navigation / Shading & Inspection / Show / Overlays / Mesh Visibility /
Review / Lighting & Post-Processing). Dismiss with Esc. The full
reference also lives at Keyboard Shortcuts.
Yes. Open Edit → Preferences… → Appearance, switch between Ayu Mirage
Dark and Ayu Mirage Light, click OK. The theme applies immediately - no
restart. The pane toolbars, sidebar, dock, status bar, and review markers
all reconfigure their palette in place. See
Interface → Preferences.
The heatmap colour reflects the asset's pixel density relative to
[display].texel_density_target in config.toml (default 1.0). All
red means the asset is densely textured compared to the target; raise the
target value in config.toml to match your asset class. There is no GUI
control for the target value - edit the config file from the Preferences
modal's Startup tab. See
Inspection → View modes and inspection modes.
Review markers anchor in 3D space, not on UV islands - they have no
meaningful position in a 2D UV-space view. Solarxy filters UV-Map panes
out of the review-overlay slice by design. If you want to see markers,
use a Scene3D pane (press 3 to switch back); for UV inspection, use a
separate pane in split-view mode. See
Review System → What the Review System does not do.
Split layouts (F2 SplitVertical, F3 SplitHorizontal, F4 Quad, F5
ThreeLeftBig) default every pane to Scene3D - they do not auto-populate a
UV Map pane. To compare 3D and UV side by side, switch one pane to UV
Map mode by clicking inside it and pressing 3 (or use its
[ Scene 3D ] toolbar label and pick UV Map). Each pane carries its own
pane-mode setting. See
Interface → Viewport layouts.
Deliberate. Rust CLI tools by convention distribute on Windows through
the shell / PowerShell installer + a portable .zip + winget, not MSI -
matching ripgrep, fd, zoxide, eza, bat, delta, and cargo-dist
itself. The GUI binary (solarxy) does ship as an MSI for users who
expect that on Windows; solarxy-cli follows the CLI convention. See
Installation.
Not in v0.6.0. The native bundle pipeline ships x86_64 AppImages because
the upstream appimagetool arm64 binary is not yet stable for the
toolchain. aarch64 support is on the roadmap for v0.7.0+. For Linux arm64
today, build from source or use the Flathub package (which has its own
arm64 path). See Installation.
Author attribution is opt-in. Solarxy deliberately does not auto-derive
the author from git config or your operating-system username - attaching
an identity to a review is always an explicit choice. Set your display
name in Edit → Preferences… → Interface → Reviewer name, or add
[review].author = "Your Name" to your config.toml. See
Review System → Author attribution.
See also: Troubleshooting · Keyboard Shortcuts · Quickstart · User Guide
Solarxy - A lightweight, cross-platform 3D model viewer and validator built with Rust and wgpu.
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© 2026 Marko Koljancic · MIT License
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