Local Lighting Test

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[LocalLightingTest]

[NOTE] All Local Lights is currently not available as an option in the client, this test may be used to test the Nearby Local Light options.

[VERSION] 0.2

[LENGTH] 00:30

[TESTERS] 1

[OVERVIEW] This is a test of the local lighting client-side rendering feature. If local lighting is presently disabled on your client, you will need to enable it. This test assumes the tester has a basic familiarity with the SecondLife client, the debug menu, and local lighting.

[SETUP] Be sure local lighting is enabled on the client graphics preferences. Also, verify that the ambient lighting preference slider has been reduced to its minimum value.

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[NOTE] Because of longstanding differences between ATI and Nvidia GPUs, it may make sense to test each architecture, including a variety of hardware and driver revisions, as applicable to the target client platform.

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[Local Lighting Basic Check]

[0010.0010] Having connected to SecondLife with local lighting enabled

[0010.0020] Verify is there anything obviously or deeply wrong with basic rendering?

[0010.0030] If it is not already nighttime on the grid, enable mouselook-moves-sun in the debug menu. Enter mouselook, look down at the ground, then leave mouselook before looking up. The scene should gradually but rapidly change to night.

[0010.0040] Away from the effects of any other Material Light Prims

[0010.0050] Rez a 10m cube and set the Material Type to Light.

[0010.0060] Verify that it causes the terrain mesh nearby to light up.

[0010.0070] Move the cube 20 or so meters away from its current location

[0010.0080] Verify the lit area follows it correctly.

[0010.0090] Rez a 0.5m Cube, Sphere, and Torus Prim in a line 10m away from the large lit cube.

[0010.0100] Verify their prim faces are lit or shadowed correctly relative to the light.

[0010.0110] Move the light over to the opposite side of the line of unlit prims from the last step

[0010.0120] Verify that the lit and shadowed faces of the unlit prims update relative to the light's new position correctly.

[0010.0130] Delete your objects

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[Local Lighting Colored Lighting Blending Test]

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[NOTE] The color of the Light Cast depends on the color set in the Objects Texture Tab. The light is not based on the Object Texture. (A white texture with the color set to red will make a red light; a red texture with the color set to white will make white light.)

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[0020.0010] As with the Basic Check, go to a region away from Material Light Objects

[0020.0020] If it is not already night on the grid, make the scene nighttime with the 'mouse moves sun' debug render option, and make sure your ambient lighting preference is turned down to its minimum.

[0020.0030] Rez two 10m cubes about 15 meters apart and set Material Type to Light.

[0020.0040] Rez a 1m sphere inbetween the two cubes and texture it blank so it appears white.

[0020.0050] Verify that the cubes are in a line with the sphere in the middle like X--o--X

[0020.0060] Edit each of the 10m cubes texture them blank and color one red and the other blue

[0020.0070] Verify that the side of the sphere closest to the red cube has been lit red

[0020.0080] Verify that the side of the sphere closest to the blue cube has been lit blue

[0020.0090] Verify on the sphere there is a mix of the two colors where they have blended in this case purple.

[0020.0100] Move the two cubes around the sphere

[0020.0110] Verify that the sphere is correctly lit for the cubes positions and the blend is occuring correctly.

[0020.0120] Delete your objects

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[Local Lighting unlit surface Texture/Color Shader Test]

[0030.0010] As with the Basic Check, go to a region away from Material Light Objects

[0030.0020] If it is not already night on the grid, make the scene nighttime with the 'mouse moves sun' debug render option, and make sure your ambient lighting preference is turned down to its minimum.

[0030.0030] Rez a 10m cube and set Material Type to Light.

[0030.0040] Rez a 1m sphere about 10m away from the cube.

[0030.0050] Edit the 10m cube, texture it blank and color it light yellow

[0030.0060] Edit the sphere, texture it blank and color it aqua (light blue)

[0030.0070] Verify the face of the sphere facing the cube has turned a bright green color

[0030.0080] Edit the sphere and set the color back to white

[0030.0090] Upload a texture similar in color to the aqua (light blue) and apply it to the sphere

[0030.0100] Verify the face of the sphere facing the cube has turned a bright green color

[0030.0110] Delete your objects

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[Local Lighting Avatar Mesh and Attachment Test]

[0040.0010] As with the Basic Check, go to a region away from Material Light Objects

[0040.0020] If it is not already night on the grid, make the scene nighttime with the 'mouse moves sun' debug render option, and make sure your ambient lighting preference is turned down to its minimum.

[0040.0030] Rez a 10m cube and set Material Type to Light.

[0040.0040] Examine your avatar's basic mesh from a variety of angles relative to the large light.

[0040.0050] Verify that the side closest to the light is lit and the leeward side is shadowed.

[0040.0070] Examine your avatar's basic mesh from a variety of angles relative to the large light.

[0040.0080] Verify that the side closest to the light is lit and the leeward side is shadowed.

[0040.0090] Attach non-light objects to your avatar, the greater the object complexity the better.

[0040.0100] Examine your avatar's basic mesh from a variety of angles relative to the large light.

[0040.0110] Verify that the side closest to the light is lit and the leeward side is shadowed.

[0040.0120] Also Verify that these objects' prim faces are lit correctly according to their relative orientation to the large light.

[0040.0130] Delete your objects.