Texture Console
Revision as of 11:50, 22 November 2006 by Dan Linden (talk | contribs)
- 1:
- 2:
- 3:
- 4:
- 5:
- 6:
- 7:
- 8:
- 9:
- 10: Area on screen. Is this the approximate # of pixels this texture covers on-screen?
- 11: Desired Discard Level. (see Discard definition) What determines what level we desire?
- 12: Requested Discard Level. This is the clients record of the last discard level requested to the server. 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.
- 16:
- 17:
- 18:
- 19:
- 20:
- 21:
- 22:
- 23: Actual Discarded level. This should eventually (after textures are downloaded and decoded) be the same as (12)Requested Discard Level and (11)Desired Discard Level.
- 24:
- 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.