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author | Cosmic Linden <cosmic@lindenlab.com> | 2024-02-21 15:02:03 -0800 |
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committer | Cosmic Linden <cosmic@lindenlab.com> | 2024-02-21 15:37:06 -0800 |
commit | ce55ff2e77db649f71107230609fc20fc86a0af3 (patch) | |
tree | 9401c2670f3a864aff32b3a466b29254ae701836 /doc/testplans | |
parent | 97f049db3b396c7a12d723f3305084570866a475 (diff) |
secondlife/viewer-issues#72: Add test plan
Diffstat (limited to 'doc/testplans')
-rw-r--r-- | doc/testplans/material_preview.md | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/doc/testplans/material_preview.md b/doc/testplans/material_preview.md new file mode 100644 index 0000000000..d653fc45ca --- /dev/null +++ b/doc/testplans/material_preview.md @@ -0,0 +1,81 @@ +# Material Preview + +## Overview + +Material preview is a UI feature which displays a lit spherical preview of a PBR material. It can be found in the following UIs: + +- The material picker swatch + - In the build floater, in the Texture tab, when applying a PBR material + - (If the feature is enabled) In the Region/Estate floater, in the Terrain tab, when applying PBR materials to terrain +- In the floater to select a material from inventory, which can be opened by clicking the material picker swatch + +## Known Issues + +These are known issues that the current implementation of this feature does not address: + +- Material swatch preview is a preview of the base material ID only, and ignores other properties on the prim face like material overrides +- Alpha mask previews as alpha blend +- Double-sided previews as single-sided +- Material swatch preview inherits some of its lighting from the current environment, and reflections from the default reflection probe + +## General Regression Testing + +- Check that the material preview swatch looks OK with different materials selected +- Check that the material preview swatch runs reasonably well on different systems, especially when the select material from inventory floater is also open + - In particular: AMD, MacOS, minimum spec machines +- Watch out for regressions in rendering caused by opening a floater with a material preview swatch + +## Bug Fixes + +### Disappearing Objects Fix Test + +This test is recommended for verifying that secondlife/viewer-issues#72 is fixed. + +#### Symptoms + +The following types of objects could randomly disappear until relog in the main view when the bug occured: + +- Objects +- Water level in current region +- Adjacent region/void water + +Note: Disappearing objects in reflections have a different root cause and are not covered by the fix. + +#### Bug Reproduction Steps + +Verify the disappearing objects bug does not reproduce, given the following steps: + +- Runtime prerequisites: Material preview swatch is enabled ("UIPreviewMaterial") by visiting a test region with the feature enabled, or by manually enabling "UIPreviewMaterial" in the advanced settings for the current session +- Region prerequisites: Unknown, but a region with lots of stuff in it (like Rumpus Room 2048 on Aditi) seems to increase repro rate +- Right click an object and select, "Edit item" +- Go to texture tab, select PBR Metallic Roughness from dropdown, and click the button to select material from inventory +- Ensure "Apply now" is checked in the inventory selection floater +- Alternate between different materials from the inventory selection floater +- Look around the world and check for permanently disappeared objects. + +### Dynamic Exposure Influence Fix Test + +This test is recommended for verifying that secondlife/viewer-issues#72 is fixed. + +#### Symptoms + +Dynamic exposure in the world could be influenced by the material preview being displayed. If a material preview was being generated in a given frame, then, depending on the current environment, the user would observe an unpleasant flashing effect in the environment: + +- The world view could suddenly get darker and then fade back to normal exposure levels +- The world view could suddenly get brighter and then fade back to normal exposure levels + +#### Bug Reproduction Steps + +Verify the dynamic exposure influence bug does not reproduce. Test using a few environment presets such as Default Midday, Sunset, and Midnight. + +- Right click an object and select, "Edit item" +- Go to texture tab, select PBR Metallic Roughness from dropdown, and click the button to select material from inventory +- Alternate between different materials from the inventory selection floater + +#### Regression Testing + +Dynamic exposure in the world should continue to work correctly. In particular: + +- Exposure should fade gradually from high exposure to low exposure and back as needed +- Exposure should decrease in brighter environments +- Exposure should increase in darker environments |