Render Correctness Test
Purpose
Test expected render behavior for 3.0 and newer viewers.
Terrain rendering
- Verify terrain detail defaults to High when Graphics Quality is set to Mid or High.
- Verify terrain detail defaults to Low when Graphics Quality is set to Low.
- Verify terrain detail textures change according to elevation. (screenshot from http://maps.secondlife.com/secondlife/Bug%20Island%202/88/98/23)
Water rendering
- Verify that the Transparent Water shader is disabled when Graphics Quality is set to Low.
- Verify that the Transparent Water shader is enabled when Graphics Quality is set to Mid or High.
- Uncheck Transparent Water and verify water appears opaque from above and below water.
- Check Transparent Water and verify water appears transparent from above and below water.
- Put camera under water, verify that fog changes. There is generally more fog below water than above water.
- Turn on Preferences > Graphics > Basic Shaders. (Basic shaders cannot be enabled if OpenGL < 2.0. The OpenGL version can be found in Help menu -> About Second Life. If OpenGL < 2.0, skip to the next section.)
- Verify that sun/moon reflections appear on surface of water.
- Verify that water appears to have animated waves.
- 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.
Water Reflections
- Enable Preferences > Graphics > Water Reflections (Requires Basic Shaders be enabled)
- Select "Terrain and Trees" water reflections and 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.
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. (Need a reference picture here) (Not seeing this in 2.0 or 1.23. Was this removed?)- Repeat with Hardware Skinning enabled/disabled in preferences.
UI Rendering
- Turn on property lines and land owners from World > Show menu.
- Verify all appear correctly.
- Turn on stats bar with ctrl-shift-1
- Verify that text appears correctly in statistics bar.
- Enable World menu > Show > Beacons, and check the Scripted check box.
- Enable Beacons and Highlights
- 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 spots rising from the center of the object).
- Hold mouse cursor over an avatar and verify the tooltip renders properly.
- Select an object. (eg. the Kart from the Library)
- Verify silhouette outline renders correctly.
- Edit an object.
- Verify that the root prim (the seat) has a yellow outline while the other prims have a blue outline.
- Verify a particle beam projects from your hand to the object you are editing.
Object Rendering
[make objects for these tests to speed testing]
- 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.
- Give cube a texture with an alpha mask that is 100 transparent in some area. (eg. Inventory/Library/Textures/*Default Transparent Texture)
- 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 has full bright lighting and looks the same if you toggle Full Bright on and off in the Texture panel of edit tools.
- 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.
- Detach the cube
- Make a sphere
- Change the sphere's color.
- Make it shiny medium and verify it appears shiny.
- 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 the sphere is still shiny and bump mapped.
- Verify the sphere is not lit by the sun or moon when you look around.
Sculpty Rendering
- Rez the sculpty horse from My Inventory/Library/Objects/Sculpt Prims - Examples/Horse (Sculpt Prim Example) - by Nomasha Syaka
- Verify you see a collection of blobs that resolves into a brown and white running horse withing a few seconds.
Highlight rendering
- Attach a semi-transparent cube to your HUD if you don't already have one.
- Enable the Advanced menu with ctrl-alt-D or with Preferences > Advanced > Show Advanced Menu
- Turn on Advanced menu > Highlighting and Visibility > Highlight Transparent.
- Verify your HUD object is highlighted with a red tint
- Turn off Advanced menu > Highlighting and Visibility > Highlight Transparent.
Render order
- Attach a semi-transparent cube to your HUD if you don't already have one.
- Turn on World menu > Show > Property Lines. Verify the property lines do not draw in front of hills or solid objects or your semi-transparent HUD object.
- 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 World menu > Show > Property Lines.
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 rapidly changing colors on the HUD object.
Appearance mode rendering
- Right click your Avatar and "Edit My Shape".
- Verify you can see the thumbnail images for your avatar.
- Edit your Skin.
- 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.
Shaders
- Go to http://maps.secondlife.com/secondlife/Bug%20Island%202/243/247/23
- 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 4 other stations to the South.