Difference between revisions of "Texture Console"

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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 12:43, 22 November 2006

Texture Console

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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.