Difference between revisions of "Texture Test"
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=== 5. Media Textures === | === 5. Media Textures === | ||
* a. Applying Parcel Media Textures Test | * a. Applying Parcel Media Textures Test | ||
** | ** Move your avatar to a parcel of land you own | ||
** | ** Create a box and drag the test_256_256 texture onto one face of the box. | ||
** Right-click on the land and choose ''About Land'' | ** Right-click on the land and choose ''About Land'' | ||
** Choose the ''Media'' tab | ** Choose the ''Media'' tab |
Revision as of 11:58, 2 January 2014
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
- 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-1.amazonaws.com/bugislandtests/test+content/test_256_256_alpha.tga
- https://s3-us-west-1.amazonaws.com/bugislandtests/test+content/test_256_512.tga
- https://s3-us-west-1.amazonaws.com/bugislandtests/test+content/test_512_16.tga
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 Uplaod
- 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 Repeats per Face
- Verify that the texture appears multiple times across each surface
- Decrease the Horizontal and Vertical Repeats per Face
- 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 Repeats per Face 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
- Clean-up: Delete the box
3. Avatar Textures
(Update this section. Add a step about verifying Pant leg flair remains after texture baking and is visible by others.)
- 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
- Watch while another avatar repeats the above test
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
- Create a box and drag the test_256_256 texture onto one face of the box.
- Right-click on the land and choose About Land
- Choose the Media tab
- Make sure that there is not currently anything in the Media texture URL field
- Click on the box under Replace this texture:
- Verify that the Pick dialog comes up with a list of your textures on the right
- Select the test_256_256 texture
- Verify that the image shows up under Replace this texture
- Close the Pick dialog
- Enter a valid streaming media URL into the with content from this URL field and press 'Return'
- For example https://s3-us-west-1.amazonaws.com/bugislandtests/texture_rotate_animation_loop.mov
- Verify that the Movie control dialog appears on the bottom of the screen and press the play (triangle) button (This Media control has been moved to a drop down under the play/pause button on the right of the top menu bar)
- Verify that the movie starts playing on the sides of the box with test_256_256 applied
- Close the About Land dialog
- Right-click the box and choose Edit
- Click on the Texture tab
- Click on the Align button
- Verify that the move 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 dialg 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 in to the parcel
- Verify that the movie does not start playing and that the Movie control appears
- Press Play on the control
- Verify that the movie starts playing again on the correct surface
- Move out of the parcel
6. Texture Priority
- 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.
- 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.
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.