Particle System Test

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Particle System Test Island

Spec

Overview

  • We need an area set aside for testing particle systems.
  • There are two primary tests that we need to run when making changes to the particle system
    • Compatibility Changes should not significantly affect the appearance of particle systems
    • Performance Changes should not reduce the frame rate in dense particle areas

Compatibility area

In order to test the compatibility of each aspect of particle systems, we need to build the following:

  • There should be a series of relatively generic particle systems with individual systems illustrating each of the following flags and associated parameters independently. Each example should be clearly labled.
    • PSYS_PART_EMISSIVE_MASK
    • PSYS_PART_BOUNCE_MASK
    • PSYS_PART_INTERP_COLOR_MASK
      • PSYS_PART_START_COLOR
      • PSYS_PART_END_COLOR
    • PSYS_PART_INTERP_SCALE_MASK
      • PSYS_PART_START_SCALE
      • PSYS_PART_END_SCALE
    • PSYS_PART_WIND_MASK
    • PSYS_PART_FOLLOW_SRC_MASK
    • PSYS_PART_FOLLOW_VELOCITY_MASK
    • PSYS_PART_TARGET_POS_MASK
      • PSYS_SRC_TARGET_KEY
  • There should also be labeled particle systems that illustrate the following parameters:
    • PSYS_SRC_PATTERN
    • PSYS_SRC_BURST_RATE
    • PSYS_SRC_ACCEL
    • PSYS_SRC_BURST_PART_COUNT
    • PSYS_SRC_BURST_RADIUS
    • PSYS_SRC_BURST_SPEED_MIN
    • PSYS_SRC_BURST_SPEED_MAX
    • PSYS_SRC_ANGLE_BEGIN
    • PSYS_SRC_ANGLE_END
    • PSYS_SRC_OMEGA
    • PSYS_SRC_MAX_AGE
    • PSYS_SRC_TEXTURE
    • PSYS_PART_START_ALPHA
    • PSYS_PART_END_ALPHA
  • Additionally, there should be a sampling of typical particle systems gathered from systems in use in Second Life. At minimum these should include examples of:

Performance