GodotVR / godot_openxr_vendors

Godot 4 wrapper for OpenXR vendors loaders and extensions
MIT License
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[DRAFT] Record XrSim tests for the composition layer and passthrough sample projects #170

Open dsnopek opened 2 weeks ago

dsnopek commented 2 weeks ago

Now that we have tests via the Meta XR Simulator, this PR is adding tests for the two sample projects that are currently in the repo.

Some notes:

This is a draft since I don't think the CI is going to work on the first try because I reorganized some things. :-) Once it's working, I'll take it out of draft. (Also, I'm temporarily basing this on PR https://github.com/GodotVR/godot_openxr_vendors/pull/149 to make iteration faster.)

dsnopek commented 2 weeks ago

Question: Should we use Git LFS for the *.vrs files?

They don't get that big, but if you make one that takes more than ~2 screenshots, they can get big-ish. The one for the passthrough sample on this PR is 57mb (I think I took 5 screenshots?). If we make a couple of revisions to that, it'll start to add up in the overall repo size when doing a full clone. The other *.vrs files are smaller: 5.9mb and 16mb (I only took 1 or 2 screenshots)

I'm personally leaning towards using Git LFS, but since we aren't using it at all in this repo yet, I wanted to run it by other folks first!

/cc @m4gr3d @devloglogan @BastiaanOlij

devloglogan commented 1 week ago

Seeing that any .vrs files we add potentially need to be updated if the related sample/feature is changed, and that "more than ~2 screenshots" feels like an extremely low bar to hit for having a large file, I'd agree that git LFS seems like the right choice.