Difference between revisions of "Depth of Field test"

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DOF should be off when in build/edit mode.
DOF should be off when in build/edit mode.
Can different real-world cameras be simulated by plugging in the right FNumber and FocalLength numbers?

Revision as of 19:33, 2 March 2011


Purpose

Test the functionality of the Depth of Field [DOF] render effect.

Sources

Depth_of_field

Scope

Video cards with OpenGL 3.0 or higher.

Test Plan

Setup

  1. Choose Me menu > Preferences.
  2. In the Preferences window, click Graphics tab.
  3. Click Advanced button to show additional options.
  4. Check Atmospheric shaders and Lighting and Shadows (if Lighting and Shadows is not a visible option, you'll need to get a viewer that includes the feature. See https://wiki.secondlife.com/wiki/Depth_of_field#How_can_I_see_the_depth_of_field_effect.3F).

DOF becomes stronger as you zoom closer to an object

  1. Alt-zoom on an object while watching objects in the background.
  2. Verify object in the background become fuzzier as you zoom closer to the foreground object.

DOF does nothing under water

  1. Fly under water and verify the DOF effect is disabled.

Media on a Prim looks sharp when focused

  1. Alt-zoom on media prim
  2. Verify the entire media face looks sharp.
  3. Click the focus button on the media bar
  4. Verify the camera moves to point directly at the media the entire media face looks sharp.

CameraFieldOfView

  • if you increase this, your focal plans get closer together.
  • if it's set properly, then mousing around on things should properly focus
  • defaults to ___

CameraFNumber

  • set it to 32, you'll have to really zoom in before the background gets fuzzy
  • set it to 4, background should be very fuzzy
  • defaults to ___

CameraFocalLength

  • the longer this is, the more narrow the depth of field is. used in combination with field of view to figure out what your aspect ratio.
  • 50mm is what you'd expect to see with 35mm camera
  • 200mm is like a telescope
  • 5 - 15mm would be like cell phone camera.
  • test:
  • 1 is basically no DOF
  • 1000 is exaggerated DOF, like tilt-zoom
  • defaults to 50.

CameraFocusTransitionTime

  • Change value to 3
  • Move your cursor over a far away object
  • Verify it takes 3 seconds for the object to become focused.
  • defaults to ___

What ever you move your mouse over should pop into focus. sky and water don't count. if you move your cursor from your avatar to the sky, the avatar should remain focused.

if an object is 100% transparent, your raycast should go through it Unless it has a touch event. does this break any transparent content that needs right clicking or left clicking? does it match up with the right click-thru?

what dave wants: if you set transparency to 66% and alt zoom on the object... something... Dave is going to enter a bug and a test for the expected behavior

When you alt-zoom on something, the focus should remain locked on the thing you alt-zoomed even if you move your cursor around.

if you hover your cursor over your nametag, your avatar should get focus

test in mouselook mode. what ever is under the block cursor should get focus.

HUD attachments should be ignored.

DOF should be off when in build/edit mode.

Can different real-world cameras be simulated by plugging in the right FNumber and FocalLength numbers?