Render Correctness Test

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Purpose

Test expected render behavior for 3.0 and newer viewers.

Terrain rendering

Terrain rendering.jpg

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.

Water1.jpg

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-shit-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.

Tooltip1.jpg

  • Select an object. (eg. the Kart from the Library)
  • Verify silhouette outline renders correctly.

Object select.jpg

  • Edit an object.
  • Verify that the root prim (the seat) has a yellow outline while the other prims have a blue outline.

Object edit 2.jpg

  • Verify a particle beam projects from your hand to the object you are editing.

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 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