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+# 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:
+
+- The material preview in the build floater is a preview of the base material ID only, and ignores other properties on the prim face like material overrides (https://github.com/secondlife/viewer/issues/865)
+- Alpha mask previews as alpha blend (https://github.com/secondlife/viewer/issues/866)
+- Double-sided previews as single-sided (https://github.com/secondlife/viewer/issues/867)
+- Material preview inherits some of its lighting from the current environment, and reflections from the default reflection probe (https://github.com/secondlife/viewer/issues/868)
+
+## 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 https://github.com/secondlife/viewer-issues/issues/72 is fixed.
+
+#### Symptoms
+
+When the bug occurs, one or more of following types of objects could randomly disappear in the world, permanently until relog:
+
+- 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 may not be available in your viewer or region if this feature is still behind a feature flag. It is safe to enable this feature manually by setting, "UIPreviewMaterial" to True in the advanced settings. The setting will persist for the current session.
+- Region prerequisites: Unknown, but a region with lots of objects in it seems to increase repro rate. The following locations have been known to easily reproduce the bug, as of 2024-02-16:
+ - http://maps.secondlife.com/secondlife/LindenWorld%20B/161/75/47
+ - [secondlife://Aditi/secondlife/Rumpus%20Room%202048/128/128/24](secondlife://Aditi/secondlife/Rumpus%20Room%202048/128/128/24)
+- 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 https://github.com/secondlife/viewer-issues/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
diff --git a/doc/testplans/pbr_terrain_feature_gating.md b/doc/testplans/pbr_terrain_feature_gating.md
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+# PBR Terrain Feature Gating
+
+PBR terrain should have lower detail on lower graphics settings. PBR terrain will also not show emissive textures on some machines (like Macs) which do not support more than 16 textures.
+
+## Triplanar Mapping
+
+Triplanar mapping improves the texture repeats on the sides of terrain slopes.
+
+Availability of Triplanar mapping:
+
+- Medium-High and below: No triplanar mapping
+- High and above: Triplanar mapping
+
+## PBR Textures
+
+At the highest graphics support level, PBR terrain supports all PBR textures.
+
+Availability of PBR textures varies by machine and graphics setting:
+
+- Low: Base color only (looks similar to texture terrain)
+- Medium-Low, and machines that do not support greater than 16 textures such as Macs: All PBR textures enabled except emissive textures.
+- Medium: All PBR textures enabled
diff --git a/doc/testplans/terrain_loading.md b/doc/testplans/terrain_loading.md
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+- Texture terrain should load
+- PBR terrain should load if enabled
+- Related subsystem: A change to the PBR terrain loading system may affect the texture terrain loading system and vice-versa
+- Related subsystem: Minimaps should load if terrain loads (may take longer)