Edit Object Texture Test

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8/2/05 original test written by SteveLinden

EditObjectTextureTest

1. Shininess and Bumpiness

  • For this test you must enable 'Shiny Objects' in Edit->Preferences->Graphics->Performance Options
  • A. Shininess
    • 1. Right-click an object that you have permissions on and choose Edit
      • a. Select the Texture Tab
      • b. Set the Shininess to Low
        • The object should appear brighter and look something like a reflection
      • c. Repeat b. with Medium and High. The shininess should change.
      • d. Change the Shininess back to None
    • 2. Choose 'Select Texture' in the top section of the Edit window
      • a. Click on an individual face to select it.
      • b. Change the Shininess as per step 1.b.
        • The Shininess should change for just the selected face
    • 3. Close the Edit window
  • B. Bumpiness
    • 1. Right-click an object that you have permissions on and choose Edit
      • a. Select the Texture Tab
      • b. Set the Bumpiness to "Brightness"
        • The object should now have a bumpmap making the surface look like it has some roughness
      • c. Repeat b. with two other values. The bumpiness should change.
      • d. Change the Bumpiness back to None
    • 2. Choose 'Select Texture' in the top section of the Edit window
      • a. Click on an individual face to select it.
      • b. Change the Bumpiness as per step 1.b.
        • The Bumpiness should change for just the selected face.
    • 3. Close the Edit window
  • C. Fullbright
    • 1. Right-click an object that you have permissions on and choose Edit
      • a. Select the Texture Tab
      • b. Set the Full Bright check box to Enabled
        • The object should now be unaffected by the sun and local lights; it should always be "full bright"
        • Rotate the object around to verify that it is unaffected by sunlight
        • Enable local lighting (you may need to restart). Create a light next to the object. Verify that the object is unaffected.
      • d. Change Full Bright to Disabled
    • 2. Choose 'Select Texture' in the top section of the Edit window
      • a. Click on an individual face to select it.
      • b. Enable Full Bright as per step 1.b.
        • Just the selected face should be full bright. Test using the steps described in 1.b.
    • 3. Choose 'Position' in the top section of the Edit window. You will now be editing the entire object.
      • a. Verify that the Full Bright check box is greyed out, indicating that the value is different for different faces.
      • b. Click on the Full Bright check box. The check box should no longer be greyed out and the entire object should be full bright.
  • D. Scripting (advanced)
    • Test setting the bumpiness, shininess, and full bright properties of a face through a script.


//switch fullbright for whole object on and off
integer x=0;
default
{
   state_entry()
   {
       llSay(0, "starting");
       llSetTimerEvent(1);
   }
   timer()
   {
       llSetPrimitiveParams([PRIM_FULLBRIGHT, ALL_SIDES, (x = llAbs(--x))]);
       llSay(0,"fullbright = "+(string)x);
   }
}



//set individual sides to fullbright
integer x=0;
integer y=0;
default
{
   state_entry()
   {
       llSay(0, "starting");
       llSetTimerEvent(1);
   }
   timer()
   {
       llSetPrimitiveParams([PRIM_FULLBRIGHT, (y = llRound(llFrand(7))), (x = llAbs(--x))]);
       llSay(0,"Setting side"+ (string)y+" to "+(string)x);
   }
}