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Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
04-24-2009 00:25
I've just discovered this option, in v. 1.22.11, and see that it shows the size (In pixels) of the sculpt map, along with what seem to be three codes, T#, C#, and V#. Usually I only see each one followed by a 0, but when I first logged in to make sure I had the setting location correct, I noticed a quick flash of T1 C1 V1, before it changed to 0s.

Can anyone tell me what the T, C, and V mean, along with their respective values?
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
04-24-2009 03:23
From: Keira Wells
I've just discovered this option, in v. 1.22.11, and see that it shows the size (In pixels) of the sculpt map, along with what seem to be three codes, T#, C#, and V#. Usually I only see each one followed by a 0, but when I first logged in to make sure I had the setting location correct, I noticed a quick flash of T1 C1 V1, before it changed to 0s.

Can anyone tell me what the T, C, and V mean, along with their respective values?


The convention that it reminds me of is "Transfer, Copy and moVe (Velocity)" 3 of the 4 permissions that exist for Base, Owner, Group, Everyone, Next Owner, and Friends. (B,O,G,E,N and F).. if you "Debug Permissions". (the missing 4th one being "Modify";)

Perhaps they're letting you glance at the permissions available on said sculpt map? 1 would be TRUE, 0 would be FALSE. Sounds like it's not working properly.
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Eva Tiramisu
Registered User
Join date: 20 Sep 2005
Posts: 176
04-24-2009 05:11
From: Keira Wells
I've just discovered this option, in v. 1.22.11, and see that it shows the size (In pixels) of the sculpt map, along with what seem to be three codes, T#, C#, and V#. Usually I only see each one followed by a 0, but when I first logged in to make sure I had the setting location correct, I noticed a quick flash of T1 C1 V1, before it changed to 0s.

Can anyone tell me what the T, C, and V mean, along with their respective values?


Cant answer your question, but I have found that turning on that infodisplay "force rezz" sculpts when they take long or refuse to rezz, so now I use it all the time. Your post reminded me that this is a good tip for others. (And yeah so is the set that thing i cant remember the name of to 4.0).

Btw, your signature ... Why dont you upload in beta first? When happy, then to the live grid. Will save you a fortune ;)
Dick Spad
Life is a Pose Ball ....
Join date: 29 Oct 2007
Posts: 205
04-24-2009 06:04
From: Eva Tiramisu
Your post reminded me that this is a good tip for others. (And yeah so is the set that thing i cant remember the name of to 4.0).


You must mean "RenderVolumeLODFactor" in the Debug Settings. setting this to 4 helps, but I currently have mine jacked up to 8
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Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
04-24-2009 10:53
From: Eva Tiramisu

Btw, your signature ... Why dont you upload in beta first? When happy, then to the live grid. Will save you a fortune ;)

Doesn't help when I make tons of things, with many color variations ;)

From: Winter Ventura
The convention that it reminds me of is "Transfer, Copy and moVe (Velocity)" 3 of the 4 permissions that exist for Base, Owner, Group, Everyone, Next Owner, and Friends. (B,O,G,E,N and F).. if you "Debug Permissions". (the missing 4th one being "Modify";)

Perhaps they're letting you glance at the permissions available on said sculpt map? 1 would be TRUE, 0 would be FALSE. Sounds like it's not working properly.

Would it make sense for them to flash as True, though, before reverting to False?
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Five Denver
Registered User
Join date: 21 Apr 2009
Posts: 101
04-24-2009 11:18
I've had a peek and it looks to me like the T C V are showing the sculptmap's loaded status.

C could be cache and V video ram.

When the sculptmap has fully rezzed then the status flags all go to 0

The actual values could be the LOD loaded so far. Zero being the highest LOD.

To show this try dropping an uncached 512x512 texture onto a sculpties sculptmap window. Any texture will do, it doesn't have to be a sculptmap. You'll then see the values gradually go from 4 to 0.

You'll notice it hang at 1 for quite some time as it uncompresses the highest detail level.
Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
04-24-2009 11:23
From: Five Denver
I've had a peek and it looks to me like the T C V are showing the sculptmap's loaded status.

C could be cache and V video ram.

When the sculptmap has fully rezzed then the status flags all go to 0

The actual values could be the LOD loaded so far. Zero being the highest LOD.

To show this try dropping an uncached 512x512 texture onto a sculpties sculptmap window. Any texture will do, it doesn't have to be a sculptmap. You'll then see the values gradually go from 4 to 0.

You'll notice it hang at 1 for quite some time as it uncompresses the highest detail level.

Ahhh okay, thankies ^-^

I did try knocking down the LOD yesterday, and saw no change, so I guess just the highest that's loaded, rather than the visible level.
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Tutorials for Sculpties using Blender!
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Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
04-24-2009 11:31
Here is what generates that display.

CODE

setDebugText(llformat("T%d C%d V%d\n%dx%d",
texture_discard, current_discard, getVolume()->getSculptLevel(),
mSculptTexture->getHeight(), mSculptTexture->getWidth()));


So it's mostly telling you how much of the map it has to work with and how it's being rendered at the moment. texture_discard gets compared against current_discard to see if more detail has become available since the last pass. Start digging in newview/llvovolume.cpp if you want more gory details.