Edit Object Texture Test

Category:Test Scripts
8/2/05 original test written by SteveLinden
== EditObjectTextureTest ==
=== 1. Shininess and Bumpiness ===
* For this test you must enable 'Shiny Objects' in Edit->Preferences->Graphics->Performance Options
* A. Shininess
** 1. Right-click an object that you have permissions on and choose Edit
*** a. Select the Texture Tab
*** b. Set the Shininess to Low
**** The object should appear brighter and look something like a reflection
*** c. Repeat b. with Medium and High. The shininess should change.
*** d. Change the Shininess back to None
** 2. Choose 'Select Texture' in the top section of the Edit window
*** a. Click on an individual face to select it.
*** b. Change the Shininess as per step 1.b.
**** The Shininess should change for just the selected face 
** 3. Close the Edit window
* B. Bumpiness
** 1. Right-click an object that you have permissions on and choose Edit
*** a. Select the Texture Tab
*** b. Set the Bumpiness to "Brightness"
**** The object should now have a bumpmap making the surface look like it has some roughness
*** c. Repeat b. with two other values. The bumpiness should change.
*** d. Change the Bumpiness back to None
** 2. Choose 'Select Texture' in the top section of the Edit window
*** a. Click on an individual face to select it.
*** b. Change the Bumpiness as per step 1.b.
**** The Bumpiness should change for just the selected face.
** 3. Close the Edit window
* C. Fullbright
** 1. Right-click an object that you have permissions on and choose Edit
*** a. Select the Texture Tab
*** b. Set the Full Bright check box to Enabled
**** The object should now be unaffected by the sun and local lights; it should always be "full bright"
**** Rotate the object around to verify that it is unaffected by sunlight
**** Enable local lighting (you may need to restart). Create a light next to the object. Verify that the object is unaffected.
*** d. Change Full Bright to Disabled
** 2. Choose 'Select Texture' in the top section of the Edit window
*** a. Click on an individual face to select it.
*** b. Enable Full Bright as per step 1.b.
**** Just the selected face should be full bright. Test using the steps described in 1.b.
** 3. Choose 'Position' in the top section of the Edit window. You will now be editing the entire object.
*** a. Verify that the Full Bright check box is greyed out, indicating that the value is different for different faces.
*** b. Click on the Full Bright check box. The check box should no longer be greyed out and the entire object should be full bright.
* D. Scripting (advanced)
** Test setting the bumpiness, shininess, and full bright properties of a face through a script.
 //switch fullbright for whole object on and off
 integer x=0;
 default
 {
 state_entry()
 {
 llSay(0, "starting");
 llSetTimerEvent(1);
 }
 timer()
 {
 llSetPrimitiveParams([PRIM_FULLBRIGHT, ALL_SIDES, (x = llAbs(--x))]);
 llSay(0,"fullbright = "+(string)x);
 }
 }
 //set individual sides to fullbright
 integer x=0;
 integer y=0;
 default
 {
 state_entry()
 {
 llSay(0, "starting");
 llSetTimerEvent(1);
 }
 timer()
 {
 llSetPrimitiveParams([PRIM_FULLBRIGHT, (y = llRound(llFrand(7))), (x = llAbs(--x))]);
 llSay(0,"Setting side"+ (string)y+" to "+(string)x);
 }
 }