Difference between revisions of "Mesh/Mesh Tests"

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** bone offsets
** bone offsets
* [[Mesh_Prim_Equivalence_test]] How many prims a mesh counts as in the parcel limit and simulator limit.
* [[Mesh_Prim_Equivalence_test]] How many prims a mesh counts as in the parcel limit and simulator limit.
* Physics shape type (with un/linking, de/rez, duplication, etc.) (is this sufficiently covered by Mesh_Accounting_Test?)  
* Physics shape type (with un/linking, de/rez, duplication, etc.) (is this sufficiently covered by Mesh_Shape_Changing_test?)  
* [[Mesh Edit Tools test]]
* [[Mesh Edit Tools test]]
** prim size increased to 64m
** prim size increased to 64m

Revision as of 17:49, 13 January 2011

Mesh tests required:

  • The walk-throughs function as a Mesh smoke test:
  • Mesh_Import_test Everything about the Mesh upload window.
    • Include test for model with multiple LOD's
    • Include test for model with textures
    • Verify bulk upload fails for meshes.
    • Mesh decomposition tool needs more detail.
  • Rigged meshes
    • uploading a rigged object that contains joint offsets
    • bone offsets
  • Mesh_Prim_Equivalence_test How many prims a mesh counts as in the parcel limit and simulator limit.
  • Physics shape type (with un/linking, de/rez, duplication, etc.) (is this sufficiently covered by Mesh_Shape_Changing_test?)
  • Mesh Edit Tools test
    • prim size increased to 64m
    • allow manual return of encroaching objects (when that's merged in)(ER-285)
    • edit tools/camera ease of use when working with larger prims
    • edit tools/camera ease of use when working with meshes on the ground or attached to avatar
  • The 10cm gap has been eliminated for nearly all(which ones?) objects.
  • Load testing. assets<->sim, sim data<->client, client rendering, etc
  • Mesh viewer performance
    • Viewer Performance testing for large (64m) prims
  • Mesh sim performance
    • Server Performance testing for large (64m) prims
  • Mesh Caching test
    • Mesh should already be cached in the VFS. Develop > Show Info > Show Render Info shows how much data received for mesh.
  • Mesh Shape Changing test Test swapping meshes onto mesh objects.
    • high prim equiv. mesh onto a physical object
    • drag a boneless mesh onto a boned object on ground (and also attachment)
  • Mesh_Accounting_Test is a starting point for several tests. Break the tests out and expanded on them.
  • Render_Cost_test
    • Target overall scene triangle count at 128m, medium detail (currently 125K/tris)
  • Streaming Cost test
  • Physics Cost test
  • Upload Cost test -- TBD
  • Physics Material Settings test
  • Test LSL functions that interact with physics and size and textures.
  • Localization
  • Test for LlCastRay
  • Compatibility testing: Mac OS X 10.4.11?
  • (2011-01-06 failed) Parcel Prim Limit Overflow test
  • Mesh Limits test
    • Maximum model size in MBs
    • Maximum number of meshes per model.