Difference between revisions of "Depth of Field test"
Dan Linden (talk | contribs) |
Dan Linden (talk | contribs) |
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===Object under cursor get DOF focus=== | ===Object under cursor get DOF focus=== | ||
# Move your cursor over various objects | # Move your cursor over various objects. | ||
# '''Verify''' whichever object is behind your cursor is in focus. Objects nearer and farther may be blurry. | # '''Verify''' whichever object is behind your cursor is in focus. Objects nearer and farther may be blurry. | ||
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# Move your cursor from your avatar to the ocean. | # Move your cursor from your avatar to the ocean. | ||
# '''Verify''' your avatar remains focused. | # '''Verify''' your avatar remains focused. | ||
===if you hover your cursor over your nametag, your avatar should get focus=== | |||
# Move your cursor from a distant object to your nametag | |||
# '''Verify''' your avatar becomes focused. | |||
===DOF becomes stronger as you zoom closer to an object=== | ===DOF becomes stronger as you zoom closer to an object=== | ||
Line 46: | Line 50: | ||
# Click the focus button on the media bar | # Click the focus button on the media bar | ||
# '''Verify''' the camera moves to point directly at the media the entire media face looks sharp. | # '''Verify''' the camera moves to point directly at the media the entire media face looks sharp. | ||
===In mouselook, object behind the crosshair is focused=== | |||
# Enter mouselook mode by pressing the m key. | |||
# Move your view around. | |||
# '''Verify''' that whatever is behind the block cursor in the center of the screen is in focus. | |||
# Exit mouselook mode by pressing the escape key. | |||
===HUD attachments should be ignored=== | |||
# Attache a block to your HUD or wear any HUD attachments you own. | |||
# Move your cursor over various objects. | |||
# '''Verify''' your HUD object is always in focus. | |||
===DOF should be off when in build/edit mode=== | |||
# Create a box | |||
# '''Verify''' nothing is blurry because DOF has been disabled. | |||
# Close the edit tools. | |||
# '''Verify''' DOF has been enabled again. | |||
===CameraFieldOfView=== | ===CameraFieldOfView=== | ||
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* '''Verify''' it takes 3 seconds for the object to become focused. | * '''Verify''' it takes 3 seconds for the object to become focused. | ||
* Click the default button and '''verify''' it defaults to 0.5s | * Click the default button and '''verify''' it defaults to 0.5s | ||
===Transparency blah blah blah=== | ===Transparency blah blah blah=== | ||
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what dave wants: if you set transparency to 66% and alt zoom on the object... something... Dave is going to enter a bug and a test for the expected behavior | what dave wants: if you set transparency to 66% and alt zoom on the object... something... Dave is going to enter a bug and a test for the expected behavior | ||
# Rez 7e4e8b40-19d5-9f1e-e0f7-4bf935d34b39 | |||
# Alt-zoom on red face of tiny cube, putting camera roughly 0.5m away from cube | |||
OBSERVE: Background is in focus when DoF is enabled | OBSERVE: Background is in focus when DoF is enabled | ||
EXPECTED: Background should exhibit DoF effect because it's being viewed through a mostly transparent surface. | EXPECTED: Background should exhibit DoF effect because it's being viewed through a mostly transparent surface. | ||
Can different real-world cameras be simulated by plugging in the right FNumber and FocalLength numbers? | Can different real-world cameras be simulated by plugging in the right FNumber and FocalLength numbers? |
Revision as of 18:42, 3 March 2011
Purpose
Test the functionality of the Depth of Field [DOF] render effect.
Sources
Scope
Video cards with OpenGL 3.0 or higher.
Test Plan
Setup
- Choose Me menu > Preferences.
- In the Preferences window, click Graphics tab.
- Click Advanced button to show additional options.
- Check Atmospheric shaders and Lighting and Shadows (if Lighting and Shadows is not a visible option, you'll need to get a viewer that includes the feature. See https://wiki.secondlife.com/wiki/Depth_of_field#How_can_I_see_the_depth_of_field_effect.3F).
Object under cursor get DOF focus
- Move your cursor over various objects.
- Verify whichever object is behind your cursor is in focus. Objects nearer and farther may be blurry.
Alt-zooming on something locks the DOF focus
- Hold the Alt key and click an object
- Verify the object is now focused.
- Move your cursor over various objects.
- Verify the object the object you alt-zoomed on remains focused.
Sky and void do not get DOF focus
- Move your cursor from your avatar to the sky.
- Verify your avatar remains focused.
- Teleport your avatar next to the void (where there is no region and ocean is rendered)
- Move your cursor from your avatar to the ocean.
- Verify your avatar remains focused.
if you hover your cursor over your nametag, your avatar should get focus
- Move your cursor from a distant object to your nametag
- Verify your avatar becomes focused.
DOF becomes stronger as you zoom closer to an object
- Alt-zoom on an object while watching objects in the background.
- Verify object in the background become fuzzier as you zoom closer to the foreground object.
DOF does nothing under water
- Fly under water and verify the DOF effect is disabled.
Media on a Prim looks sharp when focused
- Alt-zoom on media prim
- Verify the entire media face looks sharp.
- Click the focus button on the media bar
- Verify the camera moves to point directly at the media the entire media face looks sharp.
In mouselook, object behind the crosshair is focused
- Enter mouselook mode by pressing the m key.
- Move your view around.
- Verify that whatever is behind the block cursor in the center of the screen is in focus.
- Exit mouselook mode by pressing the escape key.
HUD attachments should be ignored
- Attache a block to your HUD or wear any HUD attachments you own.
- Move your cursor over various objects.
- Verify your HUD object is always in focus.
DOF should be off when in build/edit mode
- Create a box
- Verify nothing is blurry because DOF has been disabled.
- Close the edit tools.
- Verify DOF has been enabled again.
CameraFieldOfView
- if you increase this, your focal plans get closer together.
- if it's set properly, then mousing around on things should properly focus
- defaults to ___
CameraFNumber
- set it to 32, you'll have to really zoom in before the background gets fuzzy
- set it to 4, background should be very fuzzy
- defaults to ___
CameraFocalLength
- the longer this is, the more narrow the depth of field is. used in combination with field of view to figure out what your aspect ratio.
- 50mm is what you'd expect to see with 35mm camera
- 200mm is like a telescope
- 5 - 15mm would be like cell phone camera.
- test:
- 1 is basically no DOF
- 1000 is exaggerated DOF, like tilt-zoom
- defaults to 50.
CameraFocusTransitionTime
- Change value to 3
- Move your cursor over a far away object
- Verify it takes 3 seconds for the object to become focused.
- Click the default button and verify it defaults to 0.5s
Transparency blah blah blah
if an object is 100% transparent, your raycast should go through it Unless it has a touch event.
does this break any transparent content that needs right clicking or left clicking?
does it match up with the right click-thru?
what dave wants: if you set transparency to 66% and alt zoom on the object... something... Dave is going to enter a bug and a test for the expected behavior
- Rez 7e4e8b40-19d5-9f1e-e0f7-4bf935d34b39
- Alt-zoom on red face of tiny cube, putting camera roughly 0.5m away from cube
OBSERVE: Background is in focus when DoF is enabled
EXPECTED: Background should exhibit DoF effect because it's being viewed through a mostly transparent surface.
Can different real-world cameras be simulated by plugging in the right FNumber and FocalLength numbers?