Difference between revisions of "Debug"

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Is there a page anywhere that tells what all the debug settings do? If there isn't, would someone start a project to do this?
Is there a page anywhere that tells what all the debug settings do? If there isn't, would someone start a project to do this?
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For the Client drop down menu....
Some things are plain to understand  while others I have not figured out.  I'll start with what I know.
Consoles:
The average user won't want to bother with these.  However, if you do want to, the texture console can be found at https://wiki.secondlife.com/wiki/Texture_Console .  The texture console basically shows the start of a list of texture that are waiting to be loaded, are loading, or have already been loaded,  also the memory taken up by them, the level of detail, and other stuff.
The frame console seems to be how much of each frame in the client is taken up by specific processes. (?)
Fast Timers seems to be another way to look at the same thing. (?)
HUD info:
Velocity - How fast and which way you are moving.  Your avatar that is.
Camera - The top few pieces are where your viewer is looking at.  Alt-Look verifies this.  The bottom pieces seem to be about avater location.  This information is useful for people making complex HUD's or attachments, or items that follow the camera.
  CameraAtAxis : The rotation of your camera.
  CameraCenter : Where the camera is 'sitting'
      To understand the difference, imagine this:  In RL stand in one spot and look in different directions.  Where your head is the camera center, and which way your head is pointing is the CameraAtAxis.
  AgentLeftAxis : a unit vector describing which way your avatar is facing physically/on the sever.
  AgentRootCenter : the physical center of your avatar
  AgentCenter: another measure of the center of your avatar
      Something to note:  When your avatar is animated, this does not change where your avatar is located on the server.
      When in mouselook, your camera moves with animations.  When in mouselook, your CameraCenter is dependent upon either AgentRootCenter or AgentCenter.  I need to check whether AgentRootCenter changes from AgentCenter when sitting on a vehicle or chair.
Wind - Obviously gives details on the wind.
FOV - I don't know
Debug permissions makes an advanced permission display show up in your editing menu. See https://support.secondlife.com/ics/support/default.asp?deptID=4417&task=knowledge&questionID=3989 for a detailed explanation.
Rendering - This is an important one.  Here you can turn off those pesky trees that block your vision, remove the display of that grass that takes up your precious graphics CPU cycles, and much much more!
Types- here are ways to turn off (or on) various pieces of rendering that make up what you see!
Simple:  The majority of things you see fall under simple rendering.
Alpha:  In most other contexts, I find it means transparency.  Some reason I don't see it doing anything for me.
Tree:  These are the Linden Tree prim types, NOT custom tree creations.  Ya know when you go to create an object there is cube, sphere...tree.  Yea that is it.
Character:  YOU! Yes, the standard avatar (unreliably including attachments) falls into this one.  For some odd reason, disabling this also junks the standard camera avatar follow action.
SurfacePatch:  This is the texture of the ground surface itself.  Disabling this while keeping Ground on makes the ground a solid color.
Sky:  Turns of the sky silly, no atmosphere leave a solid black void up above the horizon.
Water:  Turns off the display of standard Linden water, NOT prim water.  This will make rivers appear as valleys.
Ground:  Careful turn off both this and surfacepatch and you got nothing!  Just like when turning off sky, but below the horizon, wait, you ain't got one now!
Volume:  Anything that takes up space, in short, all objects, not particles, not avatars, all attachments,
Grass:  Yep, cousin to Tree.  Removes Grass prim type.
Clouds:  Live in a skybox and can't stand the fog in your room?  Turn this off!  Hello to clear skies!
Particles:  Getting spammed by particle effects and want it off?  Use this!  Take note is also removes the selection beam.
Bump:  This only makes a difference if in preferences you enable shiny & bump mapping.
Now onto Features!
Features - These don't quite fall under rendering types, but they also are worth taking a look at.
UI:  If you uncheck this, you won't be able to find your way back to turn it on!  UI stands for user interface and includes all menus and buttons.  If you want to go completely full screen, you could do this at your own peril.
Selected:  Not sure...
Highlighted:  When you select an object for editing, that outline you see of the object is this feature.
Dynamic Textures: 
Foot Shadows:  Ever look at your feet closely while on the ground?  Yes there is a shadow and this is it!  The rendering method of this has been discussed somewhere.
Fog:  Have you noticed how there is a haze in the distance, a haze which you can set in preferences?  This totally turns it off. Be prepared for things to suddenly appear!
Palletized Textures:  Not sure...
TestFRInfo:  Not sure...
Flexible Objects:  Those flexiprims lagging you too much?  Turning them off here freezes the prim in its current shape.
Info Displays - Here things can get wacky, perhaps psychedelic if you are into that.

Revision as of 12:54, 20 March 2008

Is there a page anywhere that tells what all the debug settings do? If there isn't, would someone start a project to do this?


For the Client drop down menu....

Some things are plain to understand while others I have not figured out. I'll start with what I know.

Consoles: The average user won't want to bother with these. However, if you do want to, the texture console can be found at https://wiki.secondlife.com/wiki/Texture_Console . The texture console basically shows the start of a list of texture that are waiting to be loaded, are loading, or have already been loaded, also the memory taken up by them, the level of detail, and other stuff.

The frame console seems to be how much of each frame in the client is taken up by specific processes. (?) Fast Timers seems to be another way to look at the same thing. (?)

HUD info: Velocity - How fast and which way you are moving. Your avatar that is.

Camera - The top few pieces are where your viewer is looking at. Alt-Look verifies this. The bottom pieces seem to be about avater location. This information is useful for people making complex HUD's or attachments, or items that follow the camera.

 CameraAtAxis : The rotation of your camera.
 CameraCenter : Where the camera is 'sitting'
     To understand the difference, imagine this:  In RL stand in one spot and look in different directions.  Where your head is the camera center, and which way your head is pointing is the CameraAtAxis.
 AgentLeftAxis : a unit vector describing which way your avatar is facing physically/on the sever.
 AgentRootCenter : the physical center of your avatar
 AgentCenter: another measure of the center of your avatar
     Something to note:  When your avatar is animated, this does not change where your avatar is located on the server.
     When in mouselook, your camera moves with animations.  When in mouselook, your CameraCenter is dependent upon either AgentRootCenter or AgentCenter.  I need to check whether AgentRootCenter changes from AgentCenter when sitting on a vehicle or chair.

Wind - Obviously gives details on the wind.

FOV - I don't know


Debug permissions makes an advanced permission display show up in your editing menu. See https://support.secondlife.com/ics/support/default.asp?deptID=4417&task=knowledge&questionID=3989 for a detailed explanation.



Rendering - This is an important one. Here you can turn off those pesky trees that block your vision, remove the display of that grass that takes up your precious graphics CPU cycles, and much much more!

Types- here are ways to turn off (or on) various pieces of rendering that make up what you see!

Simple: The majority of things you see fall under simple rendering. Alpha: In most other contexts, I find it means transparency. Some reason I don't see it doing anything for me. Tree: These are the Linden Tree prim types, NOT custom tree creations. Ya know when you go to create an object there is cube, sphere...tree. Yea that is it. Character: YOU! Yes, the standard avatar (unreliably including attachments) falls into this one. For some odd reason, disabling this also junks the standard camera avatar follow action. SurfacePatch: This is the texture of the ground surface itself. Disabling this while keeping Ground on makes the ground a solid color. Sky: Turns of the sky silly, no atmosphere leave a solid black void up above the horizon. Water: Turns off the display of standard Linden water, NOT prim water. This will make rivers appear as valleys. Ground: Careful turn off both this and surfacepatch and you got nothing! Just like when turning off sky, but below the horizon, wait, you ain't got one now! Volume: Anything that takes up space, in short, all objects, not particles, not avatars, all attachments, Grass: Yep, cousin to Tree. Removes Grass prim type. Clouds: Live in a skybox and can't stand the fog in your room? Turn this off! Hello to clear skies! Particles: Getting spammed by particle effects and want it off? Use this! Take note is also removes the selection beam. Bump: This only makes a difference if in preferences you enable shiny & bump mapping.

Now onto Features! Features - These don't quite fall under rendering types, but they also are worth taking a look at.

UI: If you uncheck this, you won't be able to find your way back to turn it on! UI stands for user interface and includes all menus and buttons. If you want to go completely full screen, you could do this at your own peril. Selected: Not sure... Highlighted: When you select an object for editing, that outline you see of the object is this feature. Dynamic Textures: Foot Shadows: Ever look at your feet closely while on the ground? Yes there is a shadow and this is it! The rendering method of this has been discussed somewhere. Fog: Have you noticed how there is a haze in the distance, a haze which you can set in preferences? This totally turns it off. Be prepared for things to suddenly appear! Palletized Textures: Not sure... TestFRInfo: Not sure... Flexible Objects: Those flexiprims lagging you too much? Turning them off here freezes the prim in its current shape.

Info Displays - Here things can get wacky, perhaps psychedelic if you are into that.