public void TestShadingModes() { CommonSubtestInit(@"HavokBinding\JointMuseum.scene"); int iFrameCount = 20; AssetInfo[] allAssets = VisionAssetManager.GetAllResources(); // render frames foreach (AssetInfo asset in allAssets) { EditorManager.EngineManager.SetResourcePreview(asset.NativePtr, asset.AssetType.TypeName, true); for (int i = 0; i < iFrameCount; i++) { EditorManager.ActiveView.UpdateView(true); } } EditorManager.EngineManager.SetResourcePreview(IntPtr.Zero, null, false); CommonSubtestDeInit(); }
// Deactivated test, as since the introduction of the asset system, generation of // asset thumbnails via vForge is no relevant functionality any more. //[Test] public void DontTestThumbnailGeneration() { CommonSubtestInit(@"HavokBinding\JointMuseum.scene"); AssetInfo[] allAssets = VisionAssetManager.GetAllResources(); // delete all thumbnails foreach (AssetInfo asset in allAssets) { EditorManager.EngineManager.DeleteThumbnail(asset.NativePtr, asset.AssetType.TypeName, true); } // begin automated thumbnail generation EditorManager.EngineManager.BeginThumbnailGeneration(); // automatically generate and save thumbnails foreach (AssetInfo asset in allAssets) { EditorManager.EngineManager.DoThumbnailGeneration(asset.NativePtr, asset.AssetType.TypeName, true); } // end automated thumbnail generation EditorManager.EngineManager.EndThumbnailGeneration(); // check if thumbnails have been saved String filename = ""; foreach (AssetInfo asset in allAssets) { EditorManager.EngineManager.GetThumbnailFilename(asset.NativePtr, ref filename, asset.AssetType.TypeName, true); if (filename != "") { Assert.IsTrue(System.IO.File.Exists(filename)); } } CommonSubtestDeInit(); }