Irrlicht unit tests

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Re: Irrlicht unit tests

Postby wing64 » Thu Apr 26, 2012 3:25 am

SVN: 4154
Log: http://pastebin.com/22fmttPQ
PC: i7-930, ATI Readeon HD4670 with Catalyst 12.3, Ram 6 Gb
OS: Win7 64bit
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Re: Irrlicht unit tests

Postby Nadro » Sat Apr 28, 2012 6:27 pm

I fixed an issues with an aero effects, which cause an errors in D3D tests. Now my platform passed 60/65 tests (in debug mode 61/65 -> loadScene doesn't work properly on my config in release mode)

Here is my results:
http://pastebin.com/izMQDRRR
NBK Game Studio - Official Site:
http://www.nbkgamestudio.pl/
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Re: Irrlicht unit tests

Postby CuteAlien » Sun May 20, 2012 3:06 pm

I tested again last week with latest changes, but forgot posting. On Windows VS32 there are 4 tests fixed since last run ('drawPixel', 'textureRenderStates', 'draw2DImage', 'twodmaterial') on Linux one more fails now ('drawRectOutline').

cpp Code: Select all
 
SVN Revision                4162/VS32    4162/Linux32  4166/Linux64
'matrixOps'                                                    f (fixed now)
'fast_atof'                                                    f (fixed now)
'writeImageToFile'                                             f (fixed now)
'ioScene'                                                      f (fixed now)
'drawPixel'                     ok                f            f
'drawRectOutline'                                 f            f
'material'                      f                 f            f
'renderTargetTexture'           f                 f            f
'textureFeatures'               f                 f            f
'textureRenderStates'           ok                f            f
'transparentMaterials'          f                 f            f (sometimes)
'antiAliasing'                  f  (fixed)        f            f
'draw2DImage'                   ok                f            f
'lights'                        ok                f            f
'twodmaterial'                  ok                f            f
'viewPort'                      ok                f            f
'mrt'                           ok                f            f
'projectionMatrix'              ok                f            f
'lightMaps'                     ok                f            f
'triangleSelector'              ok                f            f
 


Linux 32-bit: http://ideone.com/kXduu
Windows VS32: http://ideone.com/a3dVC
For comparison this time a new Linux-64 system: http://ideone.com/CLIxQ

New Linux system data:
NVIDIA Driver: 295.40
Linux-x86_64 on Debian Squeeze
8 GB Memory
GeForce GTX 550 TI
IRC: #irrlicht on irc.freenode.net
My patches&stuff: http://www.michaelzeilfelder.de/irrlicht.htm
Games with Irrlicht: http://www.irrgheist.com/
News: http://www.reddit.com/r/irrlicht/
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Re: Irrlicht unit tests

Postby CuteAlien » Sun Jun 03, 2012 9:47 pm

Most tests (at least on Linux64, probably also on Linux32) are because the screenshot function switches the colors red and blue. So changing GL_BGR to GL_RGB for ECF_R8G8B8 in createScreenShot in COpenGLDriver fixes 13 tests (yay!). Also fixes screenshots. Not sure why it works like this on Windows, but works there either way, so fixing this doesn't seem to break anything as far as I could see).

Reason I didn't fix it yet is that there seem to be more cases where it looks to me like rgb and bgr might be switched (just from looking at names). But that would probably need own tests before I mess up things there. Can you take a look Hybrid - you know more about OpenGL driver. Once this is done we're down to just 3-4 tests failing, getting there :-)
IRC: #irrlicht on irc.freenode.net
My patches&stuff: http://www.michaelzeilfelder.de/irrlicht.htm
Games with Irrlicht: http://www.irrgheist.com/
News: http://www.reddit.com/r/irrlicht/
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