Depth of Field test
Revision as of 16:04, 3 March 2011 by Dan Linden (talk | contribs)
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.
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.
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
if you hover your cursor over your nametag, your avatar should get focus
In mouselook, object behind the crosshair is focused
test in mouselook mode. what ever is under the block cursor should get focus.
HUD attachments should be ignored
DOF should be off when in build/edit mode
Can different real-world cameras be simulated by plugging in the right FNumber and FocalLength numbers?