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Commit 77068bcf authored by Loren Shih's avatar Loren Shih
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EXT-7385 FIXED Show load and discard level for loading textures

More debugging information is now shown for loading textures
parent f8e01d51
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......@@ -1248,25 +1248,49 @@ void LLTextureCtrl::draw()
mTentativeLabel->setVisible( !mTexturep.isNull() && getTentative() );
// Show "Loading..." string on the top left corner while this texture is loading.
// Using the discard level, do not show the string if the texture is almost but not
// fully loaded.
if ( mTexturep.notNull() &&
(!mTexturep->isFullyLoaded()) &&
(mShowLoadingPlaceholder == TRUE) &&
(mTexturep->getDiscardLevel() != 1) &&
(mTexturep->getDiscardLevel() != 0))
if (mTexturep.notNull() &&
(!mTexturep->isFullyLoaded()) &&
(mShowLoadingPlaceholder == TRUE) &&
(mTexturep->getDiscardLevel() != 1) &&
(mTexturep->getDiscardLevel() != 0))
{
U32 v_offset = 25;
LLFontGL* font = LLFontGL::getFontSansSerif();
font->renderUTF8(
mLoadingPlaceholderString, 0,
mLoadingPlaceholderString,
0,
llfloor(interior.mLeft+3),
llfloor(interior.mTop-25),
llfloor(interior.mTop-v_offset),
LLColor4::white,
LLFontGL::LEFT,
LLFontGL::BASELINE,
LLFontGL::DROP_SHADOW);
// Show more detailed information if this agent is god.
if (gAgent.isGodlike())
{
LLFontGL* font = LLFontGL::getFontSansSerif();
std::string tdesc;
// Show what % the texture has loaded (0 to 100%, 100 is highest), and what level of detail (5 to 0, 0 is best).
v_offset += 12;
tdesc = llformat(" PK : %d%%", U32(mTexturep->getDownloadProgress()*100.0));
font->renderUTF8(tdesc, 0, llfloor(interior.mLeft+3), llfloor(interior.mTop-v_offset),
LLColor4::white, LLFontGL::LEFT, LLFontGL::BASELINE, LLFontGL::DROP_SHADOW);
v_offset += 12;
tdesc = llformat(" LVL: %d", mTexturep->getDiscardLevel());
font->renderUTF8(tdesc, 0, llfloor(interior.mLeft+3), llfloor(interior.mTop-v_offset),
LLColor4::white, LLFontGL::LEFT, LLFontGL::BASELINE, LLFontGL::DROP_SHADOW);
v_offset += 12;
tdesc = llformat(" ID : %s...", (mImageAssetID.asString().substr(0,10)).c_str());
font->renderUTF8(tdesc, 0, llfloor(interior.mLeft+3), llfloor(interior.mTop-v_offset),
LLColor4::white, LLFontGL::LEFT, LLFontGL::BASELINE, LLFontGL::DROP_SHADOW);
}
}
LLUICtrl::draw();
......
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