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@@ -39,7 +39,7 @@ Test guidance will sometimes note specific issues to watch for. The common issue
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| Workflow | Requests | Things to Watch For |
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|------------------------------|--------------------|---------------------|
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-| Invoke Mesh test prefab | <ol><li>Open level `Graphics/base_empty`</li><li>Aquire and invoke prefab [MeshBase.prefab]([/prefabs/MeshBase.prefab](https://github.com/o3de/sig-graphics-audio/blob/main/testing-guidance/workflow-tests/materials/prefabs/MeshBase.prefab))</li><li>Locate the entity named `Probe` and on the Reflection Probe component entity inspector click Bake Reflection Probe</li><li>Enter game mode and examine the viewport</li></ol> | <ul><li>Level of Detail (LOD) spheres show a progression from blue foreground, yellow, red and finally tan with least polygons</li><li>Reflective sphere does not show the red shaderball in reflection</li><li>Directly viewed 4 shaderballs including the red one are visible</li></ul> |
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+| Invoke Mesh test prefab | <ol><li>Open level `Graphics/base_empty`</li><li>Aquire and invoke prefab [MeshBase.prefab](https://github.com/o3de/sig-graphics-audio/blob/main/testing-guidance/workflow-tests/materials/prefabs/MeshBase.prefab)</li><li>Locate the entity named `Probe` and on the Reflection Probe component entity inspector click Bake Reflection Probe</li><li>Enter game mode and examine the viewport</li></ol> | <ul><li>Level of Detail (LOD) spheres show a progression from blue foreground, yellow, red and finally tan with least polygons</li><li>Reflective sphere does not show the red shaderball in reflection</li><li>Directly viewed 4 shaderballs including the red one are visible</li></ul> |
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| Add/edit Material on Mesh | <ol><li>Create a new level</li><li>Add Material Component to the shaderball entity</li><li>generate all editable materials using default names</li><li>generate all editable materials but use at least one custom name</li><li>generate a single editable material using default name</li><li>generate a single using a custom name</li><li>generate all editable materials, then remove one or more material assignments</li><li>generate all editable materials, then change some slots to assign other existing materials</li><li>open the material editor from the hamburger menu to edit a material</li><li>edit an assigned material instance with the pop-out editor</li></ol> | <ul><li>All Materials are created, utilized, and applied as expected.</li></ul> |
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