Difference between revisions of "Depth of Field test"

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EXPECTED: Background should exhibit DoF effect because it's being viewed through a mostly transparent surface.
EXPECTED: Background should exhibit DoF effect because it's being viewed through a mostly transparent surface.
'''Is there some transparency cutoff where the background will not exhibit DoF effect?'''


===Objects with semi-transparent textures greater than x% transparent will not affect the DOF effect behind them.===
===Objects with semi-transparent textures greater than x% transparent will not affect the DOF effect behind them.===

Revision as of 18:45, 7 March 2011


Purpose

Test the functionality of the Depth of Field [DOF] render effect.

Sources

Depth_of_field

Scope

Video cards with OpenGL 3.0 or higher.

Test Plan

Setup

  1. Choose Me menu > Preferences.
  2. In the Preferences window, click Graphics tab.
  3. Click Advanced button to show additional options.
  4. 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

  1. Move your cursor over various objects.
  2. 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

  1. Hold the Alt key and click an object
  2. Verify the object is now focused.
  3. Move your cursor over various objects.
  4. Verify the object the object you alt-zoomed on remains focused.

Sky and void do not get DOF focus

  1. Move your cursor from your avatar to the sky.
  2. Verify your avatar remains focused.
  3. Teleport your avatar next to the void (where there is no region and ocean is rendered)
  4. Move your cursor from your avatar to the ocean.
  5. Verify your avatar remains focused.

if you hover your cursor over your nametag, your avatar should get focus

  1. Move your cursor from a distant object to your nametag
  2. Verify your avatar becomes focused.

DOF becomes stronger as you zoom closer to an object

  1. Alt-zoom on an object while watching objects in the background.
  2. Verify object in the background become fuzzier as you zoom closer to the foreground object.

DOF does nothing under water

  1. Fly under water and verify the DOF effect is disabled.

Media on a Prim looks sharp when focused

  1. Alt-zoom on media prim
  2. Verify the entire media face looks sharp.
  3. Click the focus button on the media bar
  4. Verify the camera moves to point directly at the media the entire media face looks sharp.

In mouselook, object behind the crosshair is focused

  1. Enter mouselook mode by pressing the m key.
  2. Move your view around.
  3. Verify that whatever is behind the block cursor in the center of the screen is in focus.
  4. Exit mouselook mode by pressing the escape key.

HUD attachments should be ignored

  1. Attache a block to your HUD or wear any HUD attachments you own.
  2. Move your cursor over various objects.
  3. Verify your HUD object is always in focus.

DOF should be off when in build/edit mode

  1. Create a box
  2. Verify nothing is blurry because DOF has been disabled.
  3. Close the edit tools.
  4. Verify DOF has been enabled again.

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

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.
  1. Create 2 boxes.
  2. Set the Transparency of one box to 99% and the other to 100%
  3. Attempt to right-click through the objects.
  4. Verify you can click through the object that is 100% transparent, but cannot click through the object that is 99% transparent.
  5. Add a default script to the 100% Transparent object.
  6. Attempt to right-click through the object.
  7. 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 greater than 99% will not affect the DOF effect behind them.

  1. Rez 7e4e8b40-19d5-9f1e-e0f7-4bf935d34b39
  2. Alt-zoom on red face of tiny cube, putting camera roughly 0.5m away from cube

OBSERVE: Background is in focus when DoF is enabled

EXPECTED: Background should exhibit DoF effect because it's being viewed through a mostly transparent surface.


Is there some transparency cutoff where the background will not exhibit DoF effect?

Objects with semi-transparent textures greater than x% transparent will not affect the DOF effect behind them.

  1. this
  2. that
  3. Verify.


Can different real-world cameras be simulated by plugging in the right FNumber and FocalLength numbers?