Difference between revisions of "Texture Console"

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Line 10: Line 10:
* 8:
* 8:
* 9:
* 9:
* 10:
* 10: Area on screen. Is this the approximate # of pixels this texture covers on-screen?
* 11:
* 11: Desired Discard Level.
* 12:
* 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:
* 13: Decode Priority.
* 14:
* 14: Requested Decode Priority.
* 15:
* 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:
* 16:
* 17:
* 17:
Line 25: Line 25:
* 23:
* 23:
* 24:
* 24:
* 25:
* 25: grey text.
* 26:
* 26: purple text.
* 27:
* 27: green text.
* 28:
* 28: *.
* 29:
* 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.

Revision as of 12:39, 22 November 2006

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.
  • 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.
  • 16:
  • 17:
  • 18:
  • 19:
  • 20:
  • 21:
  • 22:
  • 23:
  • 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.