Render Correctness Test

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Revision as of 14:13, 26 April 2007 by Milo Linden (talk | contribs)
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From the graphics tab in preferences:

  • disable all check boxes above the nighttime brightness slider.
  • set avatar rendering to normal
  • set terrain detail to None


From the Adv. Graphics tab:

  • disable Avatar Vertex program
  • set bumpiness draw distance to 5


Restart if necessary.

Testing terrain rendering:

  • 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 perferences.
  • 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 ripple water.
  • 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.
  • Use mouse moves sun (Ctrl-Alt-M) to change time of day and verify that water looks appropriate (not 2000 flushes blue).


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/stats bar/land owners/alt-shows physical/et al from view menu.
  • Verify all appear correctly.
  • Especially verify that text appears correctly in statistics bar.
  • From the client menu, turn on Show Updates.
  • 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.
  • Select an object.
  • Verify silhouette outline renders correctly.
  • Turn on tools->show hidden selections.
  • Edit an object.
  • Verify that occluded silhouette outlines appear as thin lines.
  • Zoom in on the object.
  • Verify that occluded silhouette outlines fade out appropriately.
  • Turn off tools->show hidden selections.
  • Verify that occluded silhouette outlines are not drawn.


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 shiny objects 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 when sphere is within 5 meters of the camera
  • 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.
  • 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 hud attachment is not lit.
  • Verify hud attachment does not block alt-zoom unless in edit mode.
  • Verify you can right-click on the hud attachment to select it.
  • 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 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 liines 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.