Depth of Field test
Revision as of 14:52, 9 March 2011 by Dan Linden (talk | contribs) (→Objects with Transparency of 100% will not affect the DOF effect behind them.)
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.
- 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
- Check Hardware skinning.
- Check Atmospheric shaders
- Check Lighting and Shadows
- Enable the Advanced menu (ctrl-alt-d)
- Open Advanced menu > Show Debug Settings
- Type in CameraFocalLength , set the value to 500 and hit enter. This will will accentuate the Depth of Field effect and make correctness testing easier.
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.
Water within a region does get DOF focus
- Teleport to some water that is within the boundary of a region.
- Move your cursor from your avatar to the water.
- Verify the water receives focus.
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 a media prim
- Verify the spot you alt-zoomed on 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
- Open Advanced menu > Show Debug Settings, and type CameraFieldOfView
- Verify that when you increase this, your focal planes get closer together. ie. the depth of area that is in focus becomes narrower.
- If it's set properly, then mousing around on things should properly focus
- Verify this resets to a default of 60.
CameraFNumber
- Open Advanced menu > Show Debug Settings, and type 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
- Verify this resets to a default of 9.
CameraFocalLength
- Open Advanced menu > Show Debug Settings, and type CameraFocalLength
- the longer this is, the more narrow the depth of field is. This is used in combination with field of view to calculate the 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
- Verify this resets to a default of 50.
CameraFocusTransitionTime
- Open Advanced menu > Show Debug Settings, and type CameraFocusTransitionTime
- Change value to 3
- Move your cursor over a far away object
- Verify it takes 3 seconds for the object to become focused.
- Verify this resets to a default of 0.5s
Objects with Transparency value of 100% allow right-clicks to pass through Unless it has a touch event.
- Note: This is a functionality change in the viewer that supports DOF. Previously, right-clicks would not pass through 100% Transparent objects.
- Create 2 boxes.
- Set the Transparency of one box to 99% and the other to 100%
- Attempt to right-click through the objects.
- Verify you can click through the object that is 100% transparent, but cannot click through the object that is 99% transparent.
- Add a default script to the 100% Transparent object.
- Attempt to right-click through the object.
- Verify you can no longer click through the object.
- does this break any transparent content that needs right clicking or left clicking?
- does it match up with the right click-thru of semitransparent textures. no.
Objects with Transparency of 66% or lower will not affect the DOF effect behind them.
- Set Advanced menu > Show Debug Settings > CameraFocalLength to 500
- Create a 2x2x2m cube
- Set the cube's transparency to 66%.
- Close the edit tool and alt-zoom on the cube.
- Verify you see a DOF effect on the objects or ground behind the cube.
- Set the cube's transparency to 66%.
- Close the edit tool and alt-zoom on the cube.
- Verify everything appears fuzzy behind the cube.
Objects with semi-transparent textures greater than x% transparent will not affect the DOF effect behind them.
- this
- that
- Verify.
Can different real-world cameras be simulated by plugging in the right FNumber and FocalLength numbers?