Difference between revisions of "Render Correctness Test"
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Dan Linden (talk | contribs) |
Dan Linden (talk | contribs) |
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* Move the sphere. Verify color remains the same. | * Move the sphere. Verify color remains the same. | ||
* Give the sphere a bump map. | * Give the sphere a bump map. | ||
* Verify that bump map is visible | * Verify that bump map is visible. | ||
* Attach the sphere to your HUD. | * Attach the sphere to your HUD. | ||
* Verify that sphere is not lit and is still shiny and bump mapped. | * Verify that sphere is not lit and is still shiny and bump mapped. | ||
* Give previous cube a texture with an alpha mask. | * Give previous cube a texture with an alpha mask. | ||
* Close the edit tools | |||
* Verify you can click through the mask with alt-zoom. | * Verify you can click through the mask with alt-zoom. | ||
* Verify you can right-click your avatar through the mask. | * Verify you can right-click your avatar through the mask. | ||
* Attach the cube to your hud. | * Attach the cube to your hud. | ||
* Verify hud attachment is not lit. | * Verify the hud attachment is not lit by the sun or moon when you look around. | ||
* Verify hud attachment does not block alt-zoom unless in edit mode. | * Verify the hud attachment does not block alt-zoom unless in edit mode. | ||
* Verify you can | * Verify you can select the hud attachment when in edit mode. | ||
* Attach a default script to the cube hud attachment. | * Attach a default script to the cube hud attachment. | ||
* Verify hud attachment responds to left click. | * Verify hud attachment responds to left click. | ||
* Verify you can right click your avatar through the cube attachment's mask. | * Verify you can right click your avatar through the cube attachment's mask. | ||
Testing Sculpty Rendering: | Testing Sculpty Rendering: |
Revision as of 16:29, 13 July 2010
Testing terrain rendering: (this section needs to be updated for 2.x)
- From the graphics detail tab in preferences, set terrain detail to None
- Verify no detail textures are rendering and the terrain appears as though the mini-map image is stretched across the region
- Set terrain detail to some in the graphics tab in preferences.
- Verify that a single detail texture is visible
- Set terrain detail to full in the graphics tab in preferences.
- Verify terrain detail textures change according to elevation.
Testing water rendering:
- Verify that water is transparent.
- Put camera under water, verify that fog changes.
- Verify that sun/moon reflections appear on surface of water.
- Verify that sun/moon reflections DO NOT appear on terrain near the horizon.
- Turn on Preferences > Graphics > Basic Shaders.
- Verify that water appears to have animated waves.
- Verify that sun/moon shine off the water.
- Put camera under water and verify that objects above water appear distorted.
- Move the sun to Midday (Ctrl-⇧ Shift-Y) and verify that water looks appropriate. TODO Add Image
Testing Water Reflections:
- Enable Preferences > Graphics > Water Reflections (Requires Basic Shaders be enabled)
- Select the Terrain and Trees radio button.
- Verify you see the land and trees reflected in the water.
- Select "All Static Objects" and verify that now in addition to the trees and terrain, you see unmoving objects reflected.
- Select "All Avatars and Objects" and verify that you and other avatars are now being reflected as well.
- Select "Everything" and verify that all terrain, trees, objects, avatars, and particles are now reflected in the water.
Testing avatar rendering:
- Verify that the avatar is lit by the sun/moon
- Right click on avatar and click on appearance
- Verify that avatar renders properly in preview panels.
- Set avatar eye color to darkest and iris texture to blank.
- Verify that specular highlights (white shiny things) appear in eyes.
- Repeat with avatar vertex program enabled/disabled for all avatar rendering options in preferences.
Testing UI Rendering:
- Turn on property lines and land owners from World > Show menu.
- Verify all appear correctly.
- Turn on stats bar with ctrl-shit-1
- Verify that text appears correctly in statistics bar.
- Turn on beacons from World > Show menu, and check the Scripted checkbox.
- Verify Beacons and Highlights appear on scripted objects
- Open the Develop menu with Ctrl-Alt-Q, turn on Develop > Show Info > Show Updates to Objects.
- Find a scripted object and verify that update hints are being rendered (should look like red or blue polygons).
- Hold mouse over avatar and verify tooltip renders properly. TODO Add Image
- Select an object.
- Verify silhouette outline renders correctly. TODO Add Image
- Edit an object. (eg. the Kart from the Library)
- Verify that occluded silhouette outlines appear as thin lines. TODO Add Image
- Zoom in on the object.
- Verify that occluded silhouette outlines fade out appropriately. TODO Add Image
- Verify a particle beam projects from your hand to the object you are editing. (broken in 2.0, 2.1 b4. Issue EXT-653)
Testing Object Rendering:
- Make a cube.
- Change its color.
- Move the cube. Verify color remains the same.
- Make cube transparent.
- Move the cube. Verify color remains the same.
- Turn on the Bump mapping and shiny shader in preferences.
- Make a sphere
- Change the sphere's color.
- Make it varying levels of shiny (low, medium, high) and verify correct appearance.
- Move the sphere. Verify color remains the same.
- Give the sphere a bump map.
- Verify that bump map is visible.
- Attach the sphere to your HUD.
- Verify that sphere is not lit and is still shiny and bump mapped.
- Give previous cube a texture with an alpha mask.
- Close the edit tools
- Verify you can click through the mask with alt-zoom.
- Verify you can right-click your avatar through the mask.
- Attach the cube to your hud.
- Verify the hud attachment is not lit by the sun or moon when you look around.
- Verify the hud attachment does not block alt-zoom unless in edit mode.
- Verify you can select the hud attachment when in edit mode.
- Attach a default script to the cube hud attachment.
- Verify hud attachment responds to left click.
- Verify you can right click your avatar through the cube attachment's mask.
Testing Sculpty Rendering:
- Test sculpty objects from the Library. (This test needs to be expanded)
Testing Highlight rendering:
- Attach a semi-transparent cube to your HUD if you don't already have one.
- Turn on View menu > Highlight Transparent. Verify your HUD object is highlighted with a red tint
- Turn off View menu > Highlight Transparent.
Testing render order:
- Attach a semi-transparent cube to your HUD if you don't already have one.
- Turn on View menu >Property Lines. Verify the property lines do not draw in front of hills or solid objects.
- Open the world map and click on a location nearby, and close the world map
- Verify the red colum is only visible above ground, and not as it passes below ground.
- Turn off View menu >Property Lines.
Testing llSetText rendering:
- Attach a semi-transparent cube to your HUD if you don't already have one.
- Add the following script to the cube attachment.
default { state_entry() { while(1) llSetText("Hello, Avatar!",<llFrand(1),llFrand(1),llFrand(1)>,llFrand(1)); } }
- Verify you can see the SetText message on the HUD object.
Testing appearance mode rendering:
- Enter appearance mode.
- Verify you can see the thumbnail images for your avatar.
- Change your skin color, Save All, and exit appearance mode.
- Verify your avatar textures rebake after a few seconds and that your skin color is correct.
Testing Shaders:
- Go to http://maps.secondlife.com/secondlife/Bug%20Island/26/66/27
- Set your shaders and sun position as indicated on the red sphere at that location.
- Verify the spheres render the same as they appear in the picture at that location.
- Continue testing at the 5 or 6 other stations to the North and East.