소스 검색

update link and clarify project

Signed-off-by: smurly <[email protected]>
smurly 2 년 전
부모
커밋
a54fbe6962
1개의 변경된 파일2개의 추가작업 그리고 2개의 파일을 삭제
  1. 2 2
      testing-guidance/workflow-tests/materials/editor_mesh_materials.md

+ 2 - 2
testing-guidance/workflow-tests/materials/editor_mesh_materials.md

@@ -17,7 +17,7 @@ Test guidance will sometimes note specific issues to watch for. The common issue
 ### Area: In Editor Mesh and Material edit, update and instance modify
 ### Area: In Editor Mesh and Material edit, update and instance modify
 
 
 **Project Requirements**
 **Project Requirements**
-* Any Project built which uses Atom as its rendering Agent. AutomatedTesting is good.
+* Automated Testing project is used with the MeshBase.prefab in this workflow. If you ignore the prefab any project can be used for exploratory testing.
 * Editor applications launched with default or desired RHI options.
 * Editor applications launched with default or desired RHI options.
 * GPU with recent driver updates.
 * GPU with recent driver updates.
 * Windows PC default RHI is DX12 (create a shortcut with additional parameter `-rhi=vulkan` or use other setreg methods for specifying Vulkan on Windows).
 * Windows PC default RHI is DX12 (create a shortcut with additional parameter `-rhi=vulkan` or use other setreg methods for specifying Vulkan on Windows).
@@ -39,7 +39,7 @@ Test guidance will sometimes note specific issues to watch for. The common issue
 
 
 | Workflow                     | Requests           | Things to Watch For |
 | Workflow                     | Requests           | Things to Watch For |
 |------------------------------|--------------------|---------------------|
 |------------------------------|--------------------|---------------------|
-| Invoke Mesh test prefab      | <ol><li>Open level `Graphics/base_empty`</li><li>Aquire and invoke prefab [MeshBase.prefab](/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>![mesh_prefab](https://user-images.githubusercontent.com/26234397/194175057-7a0afa3b-89c3-4a91-b673-0ba4ab1bbe28.png)</ul>  |
+| 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>![mesh_prefab](https://user-images.githubusercontent.com/26234397/194175057-7a0afa3b-89c3-4a91-b673-0ba4ab1bbe28.png)</ul>  |
 | 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>  |
 | 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>  |
 ---
 ---