Axiom.SceneManagers.Bsp.Quake3Level.DumpContents C# (CSharp) Method

DumpContents() public method

Debug method.
public DumpContents ( ) : void
return void
		public void DumpContents()
		{
			LogManager.Instance.Write( "Quake3 level statistics" );
			LogManager.Instance.Write( "-----------------------" );
			LogManager.Instance.Write( "Entities		: " + entities.Length.ToString() );
			LogManager.Instance.Write( "Faces			: " + faces.Length.ToString() );
			LogManager.Instance.Write( "Leaf Faces		: " + leafFaces.Length.ToString() );
			LogManager.Instance.Write( "Leaves			: " + leaves.Length.ToString() );
			LogManager.Instance.Write( "Lightmaps		: " + header.lumps[ (int)Quake3LumpType.Lightmaps ].size / BspLevel.LightmapSize );
			LogManager.Instance.Write( "Elements		: " + elements.Length.ToString() );
			LogManager.Instance.Write( "Models			: " + models.Length.ToString() );
			LogManager.Instance.Write( "Nodes			: " + nodes.Length.ToString() );
			LogManager.Instance.Write( "Planes			: " + planes.Length.ToString() );
			LogManager.Instance.Write( "Shaders		: " + shaders.Length.ToString() );
			LogManager.Instance.Write( "Vertices		: " + vertices.Length.ToString() );
			LogManager.Instance.Write( "Vis Clusters	: " + visData.clusterCount.ToString() );
			LogManager.Instance.Write( "" );
			LogManager.Instance.Write( "-= Shaders =-" );

			for ( int i = 0; i < shaders.Length; i++ )
				LogManager.Instance.Write( String.Format( "Shader {0}: {1:x}", i, shaders[ i ].name ) );

			LogManager.Instance.Write( "" );
			LogManager.Instance.Write( "-= Entities =-" );

			string[] ents = entities.Split( '\0' );

			for ( int i = 0; i < ents.Length; i++ )
				LogManager.Instance.Write( ents[ i ] );
		}