Difference between revisions of "Texture Test"

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[[Category:Test Scripts]]
[[Category:Test Scripts]]


''6/22/05 original test written by SteveLinden''
''7/6/05 added texture priority test - Steve''
''7/8/05 added full-screen test -Steve''
''3/17/10 added texture cache test -Bao''
== TextureTest ==
== TextureTest ==
* Textures for the following test can be found here...  
* Textures for the following test can be found here...  
** https://s3-us-west-1.amazonaws.com/bugislandtests/test+content/test_256_256.tga
** [https://s3-us-west-2.amazonaws.com/lecs-bugislandtests/test_256_256.tga test_256_256.tga]
** https://s3-us-west-1.amazonaws.com/bugislandtests/test+content/test_256_256_alpha.tga
** [https://s3-us-west-2.amazonaws.com/lecs-bugislandtests/test_256_256_alpha.tga test_256_256_alpha.tga]
** https://s3-us-west-1.amazonaws.com/bugislandtests/test+content/test_256_512.tga
** [https://s3-us-west-2.amazonaws.com/lecs-bugislandtests/test_256_512.tga test_256_512.tga]
** https://s3-us-west-1.amazonaws.com/bugislandtests/test+content/test_512_16.tga
** [https://s3-us-west-2.amazonaws.com/lecs-bugislandtests/test_512_16.tga test_512_16.tga]


=== 1. Uploading Textures ===
=== 1. Uploading Textures ===
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** Verify that the upload succeeds and that the image looks correct (red arrow pointing up in a green box)
** Verify that the upload succeeds and that the image looks correct (red arrow pointing up in a green box)
* b. Batch Texture Upload Test
* b. Batch Texture Upload Test
** '''File->Bulk Uplaod'''
** '''File->Bulk Upload'''
** Upload test_256_512.tga, test_256_256_alpha.tga, test_512_16.tga
** Upload test_256_512.tga, test_256_256_alpha.tga, test_512_16.tga
** Verify that the textures are the correct dimentions, and that the _alpha texture has transparancy
** Verify that the textures are the correct dimensions, and that the _alpha texture has transparency
** Filter your inventory by ''Texture'' and verify that the uploaded textures all show up
** Filter your inventory by ''Texture'' and verify that the uploaded textures all show up
=== 2. Applying textures ===
=== 2. Applying textures ===
* a. Object Texture Test
* a. Object Texture Test
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** Choose a color and click OK to close the dialog
** Choose a color and click OK to close the dialog
*** Verify that the color of all sides of the box change
*** Verify that the color of all sides of the box change
** Change the ''Transparency'' spinner and verify that the transarency of the box changes
** Change the ''Transparency'' spinner and verify that the transparency of the box changes
** Change the Color and Transparency back to White / 0
** Change the Color and Transparency back to White / 0
** Increase the Horizontal and Vertical ''Repeats per Face''
** Increase the Horizontal and Vertical ''Scale''
*** Verify that the texture appears multiple times across each surface
*** Verify that the texture appears multiple times across each surface
** Decrease the Horizontal and Vertical ''Repeats per Face''
** Decrease the Horizontal and Vertical ''Scale''
*** Verify that a subset of the texture appears on the surface
*** Verify that a subset of the texture appears on the surface
** Change the Horizontal and Vertical ''Offset''
** Change the Horizontal and Vertical ''Offset''
*** Verify that the texture is offset on each face
*** Verify that the texture is offset on each face
** Enable Horizontal and Vertical ''Flip''
** Set Horizontal and Vertical scale to negative numbers
*** Verify that the texture flips on each surface
*** Verify that the texture flips on each surface
** Change the ''Rotation'' value
** Change the ''Rotation'' value
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** Change the ''Repeats Per Meter'' and click on ''Apply''
** Change the ''Repeats Per Meter'' and click on ''Apply''
*** Verify that the ''Repeats per Face'' values change accordingly
*** Verify that the ''Repeats per Face'' values change accordingly
*** Change the ''Repeats per Face'' back to 1.0 and verify that the ''Repeats Per Meter'' value changes
*** Change the Horizontal ''Scale'' and Vertical ''Scale'' back to 1.0 and verify that the ''Repeats Per Meter'' value changes
* b. Face Texture Test
* b. Face Texture Test
** Open up the ''Inventory : My Inventory : Textures'' folder (or filter your inventory for textures)
** Open up the ''Inventory : My Inventory : Textures'' folder (or filter your inventory for textures)
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** Drag ''test_512_16'' on to the same face and verify that it appears correctly
** Drag ''test_512_16'' on to the same face and verify that it appears correctly
*** The image should appear blurry since it is being stretched across the surface
*** The image should appear blurry since it is being stretched across the surface
** Resize the box to 2x2x2m and Set the Texture Mapping to Planar
** Re-size the box to 2x2x2m and Set the Texture Mapping to Planar
*** Verify the texture repeats have increased on the box.
*** Verify the texture repeats have increased on the box.
** Change the Texture Mapping back to Default
** Change the Texture Mapping back to Default
** Take the box created for the next test
** Take the box to your inventory for testing Media Textures


=== 3. Avatar Textures ===
=== 3. Avatar Textures ===
* a. Modifying Your Avatar Textures Test
* a. Modifying Your Avatar Textures Test
** Right-click on your avatar, choose ''Appearance''
** Right-click on your avatar, choose ''Edit my Outfit"'
** Select ''Jacket'' and change the Upper and/or Lower fabric texture
** If you are not wearing a Jacket, click the gear menu > New Clothes > New Jacket
** Select ''Jacket'' and change the Upper and Lower fabric texture
*** Verify that the jacket texture on your avatar changes
*** Verify that the jacket texture on your avatar changes
** Select ''Pants'' and change the fabric texture
*** Click on ''< Save'' to save the changes
** Edit ''Pants'' and change the fabric texture
*** Verify that the pants texture on your avatar changes
*** Verify that the pants texture on your avatar changes
** Click on ''Save'' to save the changes
*** Click on ''< Save'' to save the changes
*** Click on ''<' to exit "Edit Outfit"
** Watch your avatar. The texture should go from crisp to (briefly) blurry then crisp again as the baked image loads.
** Watch your avatar. The texture should go from crisp to (briefly) blurry then crisp again as the baked image loads.
*** Verify that the baked image looks correct
*** Verify that the baked image looks correct
*** Have another avatar watch while you do this and verify that they see the change once you save and that it is correct.
*** Have another avatar verify they see the changes once you save and that your avatar looks correct.
* b. Modifying Another Avatar Textures Test
* b. Modifying Another Avatar Textures Test
** Watch while another avatar repeats the above test
** Watch while another avatar repeats the above test
*** Verify that you can see changes while the other avatar is changing their appearance (There may be some delay) [This step does not work with a 3.3.x viewer. Changes are seen only after exiting "Edit Outfit".]
*** Verify that after the other avatar finishes making changes, the baked texture appears correctly
*** Verify that after the other avatar finishes making changes, the baked texture appears correctly
* c. Avatar clothing flare
** If you have an observer avatar, log it out.
** Right-click on your avatar, choose ''Edit my Outfit''
** Edit your pants
** Set Cuff Flare to 100.
** Click Save.
** Relog
*** Verify your pants cuffs still appear flared.
** Log in with an observer avatar
*** Verify the pants cuffs of the tester avatar appear flared.


=== 4. Parcel Overlay ===
=== 4. Parcel Overlay ===
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=== 5. Media Textures ===
=== 5. Media Textures ===
* a. Applying Parcel Media Textures Test
* a. Applying Parcel Media Textures Test
** Go to a parcel of land you own
** Move your avatar to a parcel of land you own
*** Make sure you are standing in the parcel
** Rez the box you previously created in the Applying textures section.
** Move the box created above on to the parcel
** Right-click on the land and choose ''About Land''
** Righ-click on the land and choose ''About Land''
** Choose the ''Media'' tab
** Choose the ''Media'' tab
** Make sure that there is not currently anyting in the Media texture URL field
** Make sure that there is not currently anything in the Home Page field (If there is, clear it by clicking the Set button, delete the Media URL, and click OK to set it to blank.)
** Click on the box under ''Replace this texture:''
** Click on texture swatch next to ''Replace texture:''
*** Verify that the ''Pick'' dialog comes up with a list of your textures on the right
*** Verify that the ''Pick'' dialog comes up with a list of your textures on the right
** Select the test_256_256 texture
** Select the test_256_256 texture
** Verify that the image shows up under ''Replace this texture''
** Click OK to close the ''Pick Texture'' dialog
** Close the ''Pick'' dialog
** Click the Set button next to the Home Page field, and enter a valid streaming media URL into the ''Media URL'' field and click OK
** Enter a valid streaming media url into the ''with content from this URL'' field and press 'Return'
*** For example https://s3-us-west-2.amazonaws.com/lecs-bugislandtests/texture_rotate_animation_loop.mov
*** For example https://s3-us-west-1.amazonaws.com/bugislandtests/texture_rotate_animation_loop.mov
*** Verify that "Type" automatically switches to the content type (in this case of texture_rotate_animation_loop.mov the Type is Movie)
*** Verify that the ''Movie control'' dialog appears on the bottom of the screen and press the play (triangle) button
** Check the Loop checkbox
*** Verify that the movie starts playing on the sides of the box with test_256_256 applied
** Close the ''About Land'' dialog
** Close the ''About Land'' dialog
** Leave then re-enter the parcel.
** Verify that the movie starts playing on the sides of the box with test_256_256 applied
** Right-click the box and choose ''Edit''
** Right-click the box and choose ''Edit''
** Click on the ''Texture'' tab
** Click on the ''Texture'' tab
** Switch the "Materials" drop down to "Media"
** Click on the ''Align'' button
** Click on the ''Align'' button
*** Verify that the move now plays across the entire surface of faces with test_256_256 applied
*** Verify that the movie now plays across the entire surface of faces with test_256_256 applied
** Close the ''Edit'' dialog
** Close the ''Edit'' dialog
** Right-click on the land and choose ''About Land'' again. The ''Media'' tab should already be selected.
** Right-click on the land and choose ''About Land'' again. The ''Media'' tab should already be selected.
** Click again on the box under ''Replace this texture:'' and verify that the ''Pick'' dialg comes up
** Click again on the box under ''Replace this texture:'' and verify that the ''Pick'' dialog comes up
** Select the test_256_256_alpha texture
** Select the test_256_256_alpha texture
*** Verify that the movie starts playing on the surface with test_256_256_alpha applied
*** Verify that the movie starts playing on the surface with test_256_256_alpha applied
*** Note: the texture may not be aligned on the new surface
*** Note: the texture may not be aligned on the new surface
*** Verify that the surface is not transparant
*** Verify that the surface is not transparent
*** Verify that the other surfaces return to displaying test_256_256
*** Verify that the other surfaces return to displaying test_256_256
** Select the test_256_16 texture
** Select the test_256_16 texture
*** Verify that the movie starts playing on the surface with test_256_16 applied
*** Verify that the movie starts playing on the surface with test_256_16 applied
*** Note: the texture may not be aligned on the new surface
*** Note: the texture may not be aligned on the new surface
*** Verify that the aspect ratio and transparancy are the same as when the movie played on the other surface
*** Verify that the aspect ratio and transparency are the same as when the movie played on the other surface
*** Verify that the other surface returns to displaying test_256_256_alpha
*** Verify that the other surface returns to displaying test_256_256_alpha
* b. Media Parcel texture Test
* b. Media Parcel texture Test
** Move out of the parcel
** Move out of the parcel
*** Verify that the movie stops playing and that the previously applied texture appears on the surface
*** Verify that the movie stops playing and that the previously applied texture appears on the surface
** Move back in to the parcel
** Move back into the parcel
*** Verify that the movie does '''not''' start playing and that the ''Movie control'' appears
*** Verify that the movie starts playing.
** Press ''Play'' on the control
** Press ''Pause'' on the media control at the top right of the screen
*** Verify that the movie starts playing again on the correct surface
*** Verify that the movie pauses
** Press ''Play'' on the media control at the top right of the screen
*** Verify that the movie starts playing again.


=== 6. Texture Priority ===
=== 6. Texture Priority ===
* Locate an object in the distance with an unloaded or blurry texture.
* Locate an object in the distance with an unloaded or blurry texture.
** You may need to fly to a new area or log out / log in.
** You may need to fly to a new area or log out / log in.
** example test location: http://maps.secondlife.com/secondlife/TextureTest/161/82/44
* Zoom in on the object so that the blurry texture is large and centered in your view.
* Zoom in on the object so that the blurry texture is large and centered in your view.
** The texture should quickly improve to the correct resolution, before other nearby textures do.
** The texture should quickly improve to the correct resolution, before other nearby textures do.
=== 7. Full Res ===
=== 7. Full Res ===
* Removed section testing Fullscreen mode because that feature has been removed.
(Removed)


=== 8. Texture Memory management ===
=== 8. Texture Memory management ===
* Texture an object with a texture at 2 repeats per face.
(Removed)
* Right-click on your avatar, choose ''Appearance''
 
* Use that same texture on every possible body part, tatoo, and clothing.
** Click save
** Verify the texture on the object still looks ok (not clamped).
** Verify your avatar appears the same to another person as it does to you.
=== 9. Texture Cache ===
=== 9. Texture Cache ===
* Clear the cache: login to SL, open preference -> setup: reset the cache, click "OK" when asking if clear the cache. At the beginning of the next login, the entire texture cache will be wiped out.  
* Clear the cache: login to SL, open preference -> setup: reset the cache, click "OK" when asking if clear the cache. At the beginning of the next login, the entire texture cache will be wiped out.  
* Save to cache: re-login, open the Develop menu with "ctrl+alt+q"(SecondLife 2.x), open the texture console by "ctrl+shift+3". Watch the final status of each fetched texture is "WRT", which means the fetched texture is written to the texture cache.
* Save to cache: re-login, open the Develop menu with "ctrl+alt+q"(SecondLife 2.x), open the texture console by "ctrl+shift+3". Watch the final status of each fetched texture is "WRT", which means the fetched texture is written to the texture cache.
* Load from cache: re-login, go to the places you visited last time, open the texture console by "ctrl+shift+3", watch the status of each fetched texture. There should be no "SIM", "NET", or "HTP" status for most textures, especially for those "white" colored texture items shown in the texture console. The texture fetching process should be much faster.
* Load from cache: re-login, go to the places you visited last time, open the texture console by "ctrl+shift+3", watch the status of each fetched texture. There should be no "SIM", "NET", or "HTP" status for most textures, especially for those "white" colored texture items shown in the texture console. The texture fetching process should be much faster.
* Exhausting test: this may take a long time. Set the texture cache to be minimal (64MB) (Going to "preference -> Setup -> cache size"). Visit a lot of different places to make the cache full. To determine the available texture cache use this calculation: 20% of the cache size goes to VFS. 20% of the rest goes to store headers of textures. So the texture cache size is 0.8 * 0.8 = 0.64 * cache_size.  Example:  With Viewer Cache Size set to 64 Mbytes, the Texture Cache size is 40.96 Mbytes.  To determine when the texture cache is full Open the Texture Console:  Develop > Consoles > Texture Console and observe there will be a line output like Cache: 11.0/40.0 MB (The first value is the current size of the texture cache / The second number is the total allotted texture cache)  When the texture cache is full (like Cache 40.0/40.0 MB),  20% of its contents will be purged based on Last Recently Used. Example:  With a viewer cache size set to 64 Mbytes, 40 Mbytes are available for texture cache.  When that 40 Mbytes is exceeded in texture cache shown in the Texture Console, the texture cache will purge 8 Mbytes and then be sized at 32 Mbytes.  Watch that viewer and cache works fine when this 20% purge occurs when the texture cache overflows.  Every time when re-login to the last place where you quit SL, most textures are still loaded from the cache. There should not be any freezing or crash happening.
* Exhausting test: this may take a long time. Set the texture cache to be minimal (64MB) (Going to "preference -> Setup -> cache size"). Visit a lot of different places to make the cache full. To determine the available texture cache use this calculation: 20% of the cache size goes to VFS. 20% of the rest goes to store headers of textures. So the texture cache size is 0.8 * 0.8 = 0.64 * cache_size.  Example:  With Viewer Cache Size set to 64 Mbytes, the Texture Cache size is 40.96 Mbytes.  To determine when the texture cache is full Open the Texture Console:  Develop > Consoles > Texture Console and observe there will be a line output like Cache: 11.0/40.0 MB (The first value is the current size of the texture cache / The second number is the total allotted texture cache)  When the texture cache is full (like Cache 40.0/40.0 MB),  20% of its contents will be purged based on Last Recently Used. Example:  With a viewer cache size set to 64 Mbytes, 40 Mbytes are available for texture cache.  When that 40 Mbytes is exceeded in texture cache shown in the Texture Console, the texture cache will purge 8 Mbytes and then be sized at 32 Mbytes.  Watch that viewer and cache works fine when this 20% purge occurs when the texture cache overflows.  Every time when re-login to the last place where you quit SL, most textures are still loaded from the cache. There should not be any freezing or crash happening.
 
 
End of Test
----
or is it?
 
List of stuff to test that needs to get formally added to a test script
 
* Verify the viewer is using KDU and not OpenJPEG. Help > About Second Life
* Look at the sculpty textures at http://slurl.com/secondlife/Danger!%20Danger!/73/95/39 (Linden access only) from a distance ~equal to your Draw Distance. When they are loaded, fly closer and see if the sculpties look okay. (need to add sculpties to Bug Island)
* Teleport into Bug Island and look around
* Make sure all 4 terrain textures load
* Look at the small texture samples at http://slurl.com/secondlife/Bug%20Island/28/151/27 Most of them should load completely, some will be fuzzy(this needs a snapshot of nominal functionality). Check for corruption (which appears often when the viewer is using the OpenJPEG J2C Decoder)
* Fly around http://slurl.com/secondlife/TextureTest and check the texture console (ctrl-shift-3) and see if any textures are stuck or never decode.
* Check the texture console for MISsing textures (they'll be red)
* Verify media works around http://slurl.com/secondlife/Bug%20Island/226/214/27
* Stand on the platform at http://slurl.com/secondlife/TextureTest2/145/114/91 and check the "Texture Priority" section of http://wiki.secondlife.com/wiki/Texture_Test while watching the Texture Console. The texture under my cursor should be highlighted orange and should load faster than other textures.
* Go to http://slurl.com/secondlife/TextureTest2/40/190/75 and face East. Check to see if the textures are sharp as they were in the previous version.
* Look at the bump mapped objects at http://slurl.com/secondlife/Bug%20Island/70/21/27 from a distance ~equal to your Draw Distance. Log out, delete your cache, log in, let all the textures finish loading. Fly to the bump mapped objects and verify the bump maps are fully loaded.
* Verify any loading texture your cursor is hovered over is highlighted orange in the texture console.
* Verify the orange highlighted texture is at the top of the texture console and has highest priority.
* Verify avatar textures can be highlighted too.

Latest revision as of 04:39, 9 December 2016

TextureTest

1. Uploading Textures

  • a. Single Texture Upload Test
    • File->Upload Image
    • Upload test_256_256.tga
    • Verify that the upload succeeds and that the image looks correct (red arrow pointing up in a green box)
  • b. Batch Texture Upload Test
    • File->Bulk Upload
    • Upload test_256_512.tga, test_256_256_alpha.tga, test_512_16.tga
    • Verify that the textures are the correct dimensions, and that the _alpha texture has transparency
    • Filter your inventory by Texture and verify that the uploaded textures all show up

2. Applying textures

  • a. Object Texture Test
    • Create a box and scale it up so that its sides are easy to see
    • Right-click and edit the box
    • Click on the Texture tab
    • Click on the current (default wood) texture box
      • Verify that the Pick: Texture dialog comes up.
      • Verify that the Textures folder in your inventory appears to the right
    • Select test_256_256 in the texture picker
      • Verify that the texture on all sides of the box changes
      • Verify that the arrows on all four sides point up
      • Verify that the arrows on the top and bottom point opposite directions
    • Click OK to close the Pick: Texture dialog
    • Click on the Color box
      • Verify that the Color Picker dialog comes up
    • Choose a color and click OK to close the dialog
      • Verify that the color of all sides of the box change
    • Change the Transparency spinner and verify that the transparency of the box changes
    • Change the Color and Transparency back to White / 0
    • Increase the Horizontal and Vertical Scale
      • Verify that the texture appears multiple times across each surface
    • Decrease the Horizontal and Vertical Scale
      • Verify that a subset of the texture appears on the surface
    • Change the Horizontal and Vertical Offset
      • Verify that the texture is offset on each face
    • Set Horizontal and Vertical scale to negative numbers
      • Verify that the texture flips on each surface
    • Change the Rotation value
      • Verify that the texture rotates correctly on each surface
    • Change the Repeats Per Meter and click on Apply
      • Verify that the Repeats per Face values change accordingly
      • Change the Horizontal Scale and Vertical Scale back to 1.0 and verify that the Repeats Per Meter value changes
  • b. Face Texture Test
    • Open up the Inventory : My Inventory : Textures folder (or filter your inventory for textures)
    • Drag test_256_256_alpha on to one of the faces on the box
      • Verify that the texture appears correctly and that you can see through it
    • Drag test_256_512 on to a different face and verify that it appears correctly
    • Drag test_512_16 on to the same face and verify that it appears correctly
      • The image should appear blurry since it is being stretched across the surface
    • Re-size the box to 2x2x2m and Set the Texture Mapping to Planar
      • Verify the texture repeats have increased on the box.
    • Change the Texture Mapping back to Default
    • Take the box to your inventory for testing Media Textures

3. Avatar Textures

  • a. Modifying Your Avatar Textures Test
    • Right-click on your avatar, choose Edit my Outfit"'
    • If you are not wearing a Jacket, click the gear menu > New Clothes > New Jacket
    • Select Jacket and change the Upper and Lower fabric texture
      • Verify that the jacket texture on your avatar changes
      • Click on < Save to save the changes
    • Edit Pants and change the fabric texture
      • Verify that the pants texture on your avatar changes
      • Click on < Save to save the changes
      • Click on <' to exit "Edit Outfit"
    • Watch your avatar. The texture should go from crisp to (briefly) blurry then crisp again as the baked image loads.
      • Verify that the baked image looks correct
      • Have another avatar verify they see the changes once you save and that your avatar looks correct.
  • b. Modifying Another Avatar Textures Test
    • Watch while another avatar repeats the above test
      • Verify that after the other avatar finishes making changes, the baked texture appears correctly
  • c. Avatar clothing flare
    • If you have an observer avatar, log it out.
    • Right-click on your avatar, choose Edit my Outfit
    • Edit your pants
    • Set Cuff Flare to 100.
    • Click Save.
    • Relog
      • Verify your pants cuffs still appear flared.
    • Log in with an observer avatar
      • Verify the pants cuffs of the tester avatar appear flared.

4. Parcel Overlay

  • Set World->Show->Land Owners to enabled.
  • Verify that property colors are visible and their edges are crisp
  • Disable World->Show->Land Owners

5. Media Textures

  • a. Applying Parcel Media Textures Test
    • Move your avatar to a parcel of land you own
    • Rez the box you previously created in the Applying textures section.
    • Right-click on the land and choose About Land
    • Choose the Media tab
    • Make sure that there is not currently anything in the Home Page field (If there is, clear it by clicking the Set button, delete the Media URL, and click OK to set it to blank.)
    • Click on texture swatch next to Replace texture:
      • Verify that the Pick dialog comes up with a list of your textures on the right
    • Select the test_256_256 texture
    • Click OK to close the Pick Texture dialog
    • Click the Set button next to the Home Page field, and enter a valid streaming media URL into the Media URL field and click OK
    • Check the Loop checkbox
    • Close the About Land dialog
    • Leave then re-enter the parcel.
    • Verify that the movie starts playing on the sides of the box with test_256_256 applied
    • Right-click the box and choose Edit
    • Click on the Texture tab
    • Switch the "Materials" drop down to "Media"
    • Click on the Align button
      • Verify that the movie now plays across the entire surface of faces with test_256_256 applied
    • Close the Edit dialog
    • Right-click on the land and choose About Land again. The Media tab should already be selected.
    • Click again on the box under Replace this texture: and verify that the Pick dialog comes up
    • Select the test_256_256_alpha texture
      • Verify that the movie starts playing on the surface with test_256_256_alpha applied
      • Note: the texture may not be aligned on the new surface
      • Verify that the surface is not transparent
      • Verify that the other surfaces return to displaying test_256_256
    • Select the test_256_16 texture
      • Verify that the movie starts playing on the surface with test_256_16 applied
      • Note: the texture may not be aligned on the new surface
      • Verify that the aspect ratio and transparency are the same as when the movie played on the other surface
      • Verify that the other surface returns to displaying test_256_256_alpha
  • b. Media Parcel texture Test
    • Move out of the parcel
      • Verify that the movie stops playing and that the previously applied texture appears on the surface
    • Move back into the parcel
      • Verify that the movie starts playing.
    • Press Pause on the media control at the top right of the screen
      • Verify that the movie pauses
    • Press Play on the media control at the top right of the screen
      • Verify that the movie starts playing again.

6. Texture Priority

  • Locate an object in the distance with an unloaded or blurry texture.
  • Zoom in on the object so that the blurry texture is large and centered in your view.
    • The texture should quickly improve to the correct resolution, before other nearby textures do.

7. Full Res

(Removed)

8. Texture Memory management

(Removed)

9. Texture Cache

  • Clear the cache: login to SL, open preference -> setup: reset the cache, click "OK" when asking if clear the cache. At the beginning of the next login, the entire texture cache will be wiped out.
  • Save to cache: re-login, open the Develop menu with "ctrl+alt+q"(SecondLife 2.x), open the texture console by "ctrl+shift+3". Watch the final status of each fetched texture is "WRT", which means the fetched texture is written to the texture cache.
  • Load from cache: re-login, go to the places you visited last time, open the texture console by "ctrl+shift+3", watch the status of each fetched texture. There should be no "SIM", "NET", or "HTP" status for most textures, especially for those "white" colored texture items shown in the texture console. The texture fetching process should be much faster.
  • Exhausting test: this may take a long time. Set the texture cache to be minimal (64MB) (Going to "preference -> Setup -> cache size"). Visit a lot of different places to make the cache full. To determine the available texture cache use this calculation: 20% of the cache size goes to VFS. 20% of the rest goes to store headers of textures. So the texture cache size is 0.8 * 0.8 = 0.64 * cache_size. Example: With Viewer Cache Size set to 64 Mbytes, the Texture Cache size is 40.96 Mbytes. To determine when the texture cache is full Open the Texture Console: Develop > Consoles > Texture Console and observe there will be a line output like Cache: 11.0/40.0 MB (The first value is the current size of the texture cache / The second number is the total allotted texture cache) When the texture cache is full (like Cache 40.0/40.0 MB), 20% of its contents will be purged based on Last Recently Used. Example: With a viewer cache size set to 64 Mbytes, 40 Mbytes are available for texture cache. When that 40 Mbytes is exceeded in texture cache shown in the Texture Console, the texture cache will purge 8 Mbytes and then be sized at 32 Mbytes. Watch that viewer and cache works fine when this 20% purge occurs when the texture cache overflows. Every time when re-login to the last place where you quit SL, most textures are still loaded from the cache. There should not be any freezing or crash happening.