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Ctrl+Shift+Alt+T, basic texture info selected prim

Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
07-13-2006 19:48
Have not seen this key combo anywhere for Short Cut Keys.
Just added it to User Knowledge Data Base for SL Short Cut Keys.

With prim(s) select.

Texture info for: Object
512x512 alpha on face 0 2
32x32 opaque on face 1

or select one face and quickly find the side number for selected face. Very useful for scripting.

Note on texture size. This is the reported texture size currently loaded into your video card. If not loaded it will report one of the smaller MIP maps. so those large 2048 may take a while and if you run out of video ram it may never report the full size.
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
07-13-2006 22:19
From: Gearsawe Stonecutter
Have not seen this key combo anywhere for Short Cut Keys.
Just added it to User Knowledge Data Base for SL Short Cut Keys.


Awesome tip! Love it! :cool:

I'm wondering what other gems I might have missed. Could you point me to the Knowledge Base you mentioned?
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Zi Ree
Mrrrew!
Join date: 25 Feb 2006
Posts: 723
07-14-2006 01:59
This is part of the debug features the client has built-in. Try CTRL ALT SHIFT D to activate the menu. There are lots of useful functions in there, but beware! Some of them can awfully slow you down or even cause a crash.
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Ohforf Uram
n00b
Join date: 27 Jun 2006
Posts: 82
07-14-2006 05:56
From: Gearsawe Stonecutter
... so those large 2048 may take a while and if you run out of video ram it may never report the full size.


Did i understand that correctly ? people use 2048 * 2048 Textures in SL ?
that would be a whopping 16 MB Memory waste for a single Texture..
and i wonder why i see a lot of gray objects and my poor Machine lags
like hell and gives me Framerates down to zero sometimes.

*cries*
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
07-14-2006 06:23
From: Ohforf Uram
Did i understand that correctly ? people use 2048 * 2048 Textures in SL ?....

*cries*


Yes there is an art gallery next door to me:-( but nice stuff. Unfortunatly everytime I look that direction my frame rate drops thru the floor. now I wish there was a limiter on the client side to not allow textures over what eversize.

As for the debug.,which one was this? didn't see see this particular texture info in there. I realy didn't look that hard. I ment to hit the 5 to turn off Surface Patch but ended up hitting T. Lucky find. time to start mashing keys to see what else popsup.

Here is that SL Knowledge Base.
http://secondlife.com/knowledgebase/article.php?id=075
Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
07-14-2006 10:24
I love this feature! I've been using it non-stop since I found it a few months back.

Note: you can even get info on textures that are on someone else's object this way. Great for finding out who that jerk is next door with the 50 2048x2048 textures ;)
Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
07-14-2006 17:41
From: Ohforf Uram
Did i understand that correctly ? people use 2048 * 2048 Textures in SL ?
that would be a whopping 16 MB Memory waste for a single Texture..
and i wonder why i see a lot of gray objects and my poor Machine lags
like hell and gives me Framerates down to zero sometimes.

*cries*


sry cant resist, its 12mb of raw data if its a 24 bit image 16 for 32 bit :)

(pixelcount)*channels

ie (2048*2048)*4 = 16777216 bytes

this is acutaly kinda handy to know for stuff like banners
ie

(128*128)*3 = 49152
or
(512*32)*3 = 49152
DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
07-14-2006 18:11
We have the ability to limit particles within our graphics preference settings.... it'd be neat to also have a texture cut-off slider/numerical entry. For instance, we could disallow any textures larger than 1024x1024. Those would remain 'gray' in-world, but the world should download and render more quickly.
Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
07-14-2006 18:16
From: DoteDote Edison
it'd be neat to also have a texture cut-off slider/numerical entry. For instance, we could disallow any textures larger than 1024x1024. Those would remain 'gray' in-world, but the world should download and render more quickly.

They wouldn't even have to remain gray for that matter... when client streams things you can clearly see textures are loaded one-detail-level at time, getting progressively sharper. So it could as well just stop loading after 512x512 or whatever requested level is reached...
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
07-14-2006 18:29
From: Zi Ree
Try CTRL ALT SHIFT D to activate the menu.


Actually, I think it's CTRL + ALT + D, although the shift key addition probably works too.