Difference between revisions of "Texture Console"
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Dan Linden (talk | contribs) |
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==Definitions== | ==Definitions== | ||
Decode - Uncompressing a downloaded texture, in SL's case a JPEG2000 texture, into memory (and pushing it onto the video card?) | '''Decode''' - Uncompressing a downloaded texture, in SL's case a JPEG2000 texture, into memory (and pushing it onto the video card?) | ||
Discard Level - A discard level of 0 means the highest available detail version of the texture. Discard level 1 means the second highest detail version, which is roughly 1/2 the resolution and 1/4 the memory footprint on the video card. | |||
'''Discard Level''' - A discard level of 0 means the highest available detail version of the texture. Discard level 1 means the second highest detail version, which is roughly 1/2 the resolution and 1/4 the memory footprint on the video card. |
Revision as of 11:43, 22 November 2006
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- 10: Area on screen. Is this the approximate # of pixels this texture covers on-screen?
- 11: Desired Discard Level.
- 12: Requested Discard Level. This *should* be the same as Desired Discard Level. If it's not the same, this may indicate a logic error in the texture priority code.
- 13: Decode Priority.
- 14: Requested Decode Priority.
- 15: Decode. This bar fills up as the requested texture is downloaded and decoded. This is basically a download progress bar for the textures current Desired Discard Level.
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- 25: grey text.
- 26: purple text.
- 27: green text.
- 28: *.
- 29: *r.
Definitions
Decode - Uncompressing a downloaded texture, in SL's case a JPEG2000 texture, into memory (and pushing it onto the video card?)
Discard Level - A discard level of 0 means the highest available detail version of the texture. Discard level 1 means the second highest detail version, which is roughly 1/2 the resolution and 1/4 the memory footprint on the video card.