This is a list of all textures
being rendered by the client
(perhaps stored in memory
too). If the "select texture" edit option is selected and a texture on a prim
has been chosen, then a yellow
highlight will come across the information about that texture on the debug list.
The far left shows the texture key
, but doesn't display the full UUID
(only the first 16 characters). This could be because of space restrictions or because displaying the full key makes it easier for someone to 'hijack' that texture and display it without actually owning it (yes, it can be done).
2nd, 3rd, 4th column, I have no idea.
5th (the purple and black bars) column is most likely a representation of the client's download status of the texture. I believe purple
means it is data already loaded into memory, blue
means it is being downloaded, and black means it simply isn't in memory but is ready to be downloaded.
6th column, I believe, to be stored size/file size (as it seems to correspond with the resolution).
7th column is the current LOD
(level of detail) of the texture for the client. 0 is highest LOD (closest) and 5 is lowest. This one is very important for people who are seeing ATI video card texture glitches. It helps LL
support out greatly if you notice there is a bug here.
8th I believe is which LODs are being stored in memory/have already been loaded. Ex: 0 2 45 would mean LODs 0 2 4 and 5 have been loaded.
9th and 10th columns I have no idea but 9th can be pretty when loading new textures.
11th column is the current texture resolution.
- If LOD is 0 this is the actual resolution of the image stored on the servers
- If LOD is not 0 then this will be less than the full resolution and is the resolution of the texture as it is displayed on the screen