Test Cases
Series of manually performed test cases for scenarios that are difficult / not feasible to test in an automated fashion.
Verify all sibling tiles load when loadSiblings = true
steps
- Open the kitchen sink example.
- Ensure
loadSiblings
is enabled.
- Ensure
displayActiveTiles
is enabled.
- Zoom in as much as possible so much of the tileset is not visible.
- Wait until all tiles have loaded.
- Disable the
enableUpdate
option.
- Zoom out to view the whole tileset.
expected
Tiles are displayed all the way out to the edge of the tileset.
Verify sibling tiles do not load when loadSiblings = false
steps
- Open the kitchen sink example.
- Ensure
loadSiblings
is disabled.
- Ensure
displayActiveTiles
is enabled.
- Zoom in as much as possible so much of the tileset is not visible.
- Wait until all tiles have loaded.
- Disable the
enableUpdate
option.
- Zoom out to view the whole tileset.
expected
Only tiles that were visible when zoomed in are displayed.
Verify that active tiles render when displayActiveTiles = true
steps
- Open the kitchen sink example.
- Ensure
loadSiblings
is enabled.
- Ensure
displayActiveTiles
is enabled.
- Zoom in as much as possible so much of the tileset is not visible.
- Wait until all tiles have loaded.
- Disable the
enableUpdate
option.
- Zoom out to view the whole tileset.
expected
Tiles are displayed all the way out to the edge of the tileset but they are not when displayActiveTiles
is false.
Verify tiles load up to errorTarget option
steps
- Open the kitchen sink example.
- Open the Javascript console.
- Ensure
errorTarget
is set to 6
.
- Enable
SCREEN_ERROR
color mode.
- Zoom to various levels.
- Click on tiles to view current screen space error in the console.
expected
No tiles are above the 6.0 error target threshold.
Verify parent tiles do not load outside of the errorThreshold option
steps
- Open the kitchen sink example.
- Enable raycasting.
- Set max depth option to 0.
- Hover over the surface of the terrain.
expected
Verify the hit marker is on the point under the mouse and that the normal lines up with the surface.
Verify tiles do not display past the maxDepth threshold
steps
- Open the kitchen sink example.
- Open the Javascript console.
- Ensure
maxDepth
is set to 2
.
- Enable
DEPTH
color mode.
- Click on tiles to view current depth in the console.
expected
No tiles are above the 2 max depth value while others are exactly at the level.
Verify that tiles do not change when update() is not called
steps
- Open the kitchen sink example.
- Zoom all the way in.
- Disable the
enableUpdate
option.
- Zoom out.
expected
Verify tiles no longer update with the camera view.
Verify tiles are only displayed within the camera frustum.
steps
- Open the kitchen sink example.
- Enable the third person camera view.
- Zoom in the main view so part of the tileset is cut off.
expected
Verify only tiles in view of the frustum are displayed in the third person camera view.
Verify that multiple cameras are taken into account when calculating error
steps
- Open the kitchen sink example.
- Enable the third person camera view.
- Enable the second camera view.
- Enable
GEOMETRIC_ERROR
color mode.
- Zoom in the both cameras on opposite sides of the terrain so part of the tileset is cut off.
expected
Verify only tiles in view of both cameras frustums are displayed in the third person camera view and that tiles nearest the cameras have the lowest geometric error.
Verify that raycasting works as expected
steps
- Open the kitchen sink example.
- Enable raycasting.
- Hover over the surface of the terrain.
expected
Verify the hit marker is on the point under the mouse and that the normal lines up with the surface.
Verify that raycasting works as expected with maxDepth = 0
steps
- Open the kitchen sink example.
- Enable raycasting.
- Set max depth option to 0.
- Hover over the surface of the terrain.
expected
Verify the hit marker is on the point under the mouse and that the normal lines up with the surface.
Verify debug bounds display when displayBoxBounds = true
steps
- Open the kitchen sink example.
- Enable display box bounds option.
- Move the camera around and zoom in and out.
expected
Verify the boxes change with the level of detail of the terrain.