Texture Console

From Second Life Wiki
Revision as of 11:50, 22 November 2006 by Dan Linden (talk | contribs)
Jump to navigation Jump to search

Texture Console

  • 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.