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Re: [Public WebGL] Parallelizing the WebGL conformance tests

That's true, but, this is not simple to do for the layman. And sometimes it's useful to ask somebody who has an issue to run all the conformance.

On Thu, Nov 29, 2012 at 10:53 AM, Gregg Tavares (社用) <gman@google.com> wrote:
I'm not sure if I understand what problem you're trying to solve. You can always download the tests and run them locally if the network is acting up. Either pass the appropriate flags to your browser of choice to allow it to load files locally or run a simple http server. python out of the box seems to work

   git clone git://github.com/KhronosGroup/WebGL.git
   cd WebGL/sdk/tests
   python -m SimpleHTTPServer&
   path/to/browser http://localhost:8000/webgl-conformance-tests.html?run=1

python's simple server is somewhat slow. the node http-server one is very fast.

On Thu, Nov 29, 2012 at 6:23 PM, Florian Bösch <pyalot@gmail.com> wrote:
Related, I've recently implemented the tar file format in JS. A problem with the tests is that when run online some resources would not load and skew the test result. I think that could be solved by packing all resources into a tar and XHRing that over and unpacking in JS.

On Thu, Nov 29, 2012 at 7:23 AM, Gregg Tavares (社用) <gman@google.com> wrote:
Just for the heck of it I decided to look into parallelizing the WebGL conformance tests

Of course this massively abuses your browser (:-p) and there is no requirement that the tests pass this way but if your browser/system is up to it you can try running more tests in parallel to speed up running the tests.

Just add frames=N. For example

Note that in some browsers you'll probably need to refresh the page and at least one stand alone test to get your browser to grab the latest scripts instead of using older cached versions.

in other words, go here
Pick "refresh"

Then go to the link above. Pick "refresh". Things should hopefully start working.