-
Notifications
You must be signed in to change notification settings - Fork 399
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Automated check_transform_clamping
#8961
Conversation
Web viewer built successfully. If applicable, you should also test it:
Note: This comment is updated whenever you push a commit. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
🎉
// Make sure we can draw stuff in the hover tables. | ||
test_context.component_ui_registry = re_component_ui::create_component_ui_registry(); | ||
// Also register the legacy UIs. | ||
re_data_ui::register_component_uis(&mut test_context.component_ui_registry); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
better suited for a follow-up: can we simply move that to the harness
(also not really needed for this test?)
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Yeah i'll do a follow-up tomorrow
// This test checks the clamping behavior of components & instance poses on boxes & spheres. | ||
// | ||
// One view shows spheres, the other boxes. | ||
// | ||
// For both you should see: | ||
// * 2x red (one bigger than the other) | ||
// * 1x green | ||
// * 2x blue (one bigger than the other) | ||
// * NO other boxes/spheres, in particular no magenta ones! |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
realizing that we didn't do the textual description in a lot of these. I think that's good to have if for some reason we wake up and notice that the image comparision thresholds betrayed us
raw_input | ||
.events | ||
.push(egui::Event::PointerMoved((150.0, 150.0).into())); | ||
raw_input.events.push(egui::Event::MouseWheel { | ||
unit: egui::MouseWheelUnit::Line, | ||
delta: egui::Vec2::UP * 2.0, | ||
modifiers: egui::Modifiers::default(), | ||
}); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
that's a very creative way of setting up the camera xD 👍
modifiers: egui::Modifiers::default(), | ||
}); | ||
harness.run_steps(10); | ||
harness.snapshot(&name); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
We'll probably run into the same img comparision issues here again as on the draw order test, ci will tell
if the threshhold seems high to you (don't ask what that means ;)) please link the re_renderer antialiasing ticket
Title.