Mesh Import test

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Revision as of 13:38, 16 September 2010 by Dan Linden (talk | contribs) (Created page with 'Category:Test Plans Category:Mesh ==Purpose== Test all functionality of the Mesh Import window. (See Mesh for Mesh feature details) ==Test Plan== ===Uploading a M...')
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Purpose

Test all functionality of the Mesh Import window. (See Mesh for Mesh feature details)

Test Plan

Uploading a Mesh

  • Open the inventory, click the + menu button and Upload > "Model."
    • Alternatively, use the build menu (Build > Upload > Model)
  • Verify a File Dialog Box opens
  • On Windows, 3D scene/UI should continue to update while file dialog box is open.
  • Pick a .DAE file from your computer. (or try duck.dae from https://collada.org/owl/browse.php?sess=0&parent=126&expand=1&order=name&curview=0)
  • Verify the Import Model window appears.
  • Verify in the High LOD text box information about the file appears such as triangles and submeshes.
  • The model should be presented in a mini window and "spinnable" using the same mouse and keyboard commands as "spinning" around objects in-world.
  • Verify Import Model window does not block you from accessing Second Life (chat, inventory, etc).
  • (Not implemented as of 2010-8-31) Verify the Import window lists the number of prim equivalents the mesh is and how much it will cost in L$.

Generate LOD button

  • Hit the Generate LOD button.
  • Verify the High, medium, low, lowest LODs, and Physical Shape should now contain triangle, vertex, and submesh info.

Generate Normals button

  • Set the preview box to Medium.
  • Hit the Generate Normals button.
  • Verify the model preview becomes more faceted.

Hard Angle

  • Change the Hard Angle to 1.
  • Click "Generate Normals".
  • Verify nearly every polygon on the face should be apparent.

High LOD

  • Next to High LOD, click "Choose a file..."
  • Verify a file chooser opens
  • Choose a different model.
  • Set the preview window to High
  • Verify the model you chose shows up in the preview window.
  • (Not implemented as of 2010-8-31) Verify the Import window lists the number of prim equivalents the mesh is and how much it will cost in L$.
  • Click Triangle limit. Enter 64 as a value.
  • (Not implemented as of 2010-8-31) Verify the Import window lists the number of prim equivalents the mesh is and how much it will cost in L$.
  • Verify the model's detail has decreased in the preview window
  • (Add a test to exercise the maximum model size)

Medium LOD

  • Choose a file. Verify that when preview window is set to medium, it shows up in the preview window.
  • Click Triangle limit. Enter 64 as a value.
  • Verify the model detail has decreased in the preview window

Low LOD

  • Choose a file. Verify that when preview window is set to low, it shows up in the preview window.
  • Click Triangle limit. Enter 64 as a value.
  • Verify the model detail has decreased in the preview window

Physical LOD

  • Choose a file. Verify that when preview window is set to Physics, it shows up in the preview window.
  • Click Triangle limit. Enter 64 as a value.
  • Verify the model detail has decreased in the preview window
  • Does this have a maximum value?


LoD criteria enforcement

  • Source as of Aug 16, 2010: http://blogs.secondlife.com/message/353310
  • The prim cost will be 1 prim for every 4KB in the high LoD. Will change to something like "The prim cost will be 1 prim for every 400 (or 256 or 128) triangles in the high LoD"
  • Each LoD must be NO MORE than 50% the number of triangles of the next highest LoD. As of 2.1.1 (208871) viewer enforces 50% of KB instead of 50% of triangles. Viewer will need to change
  • Any LoD that has less than 128 vertices will not be reduced.
  • This cost is independent of physics cost, and the final cost of an object will be the mesh streaming cost OR the physics cost, whichever is greater
  • Attempts to break these rules:
    • leave medium LOD blank. can i set low LOD to be 1/2 of high?
    • set medium LOD to the same model as high LOD?
    • set medium LOD to a model with more vertices than high LOD?
    • generate all LODs then lower the high LOD?
    • What if the object has several submeshes?
    • set physics mesh higher than High LOD mesh?


Description

  • Verify you can change the description. Maximum string length?


Generate Normals button

  • Tested above


Upload button

  • Notice that there should be no cost to upload for First Look.
  • Verify that the Upload button is unavailable if the LoD criteria rules are not met.
  • Verify that the Upload button becomes available when the LoD criteria rules are met.
  • Click the Upload button.
  • Verify at least one mesh shape and one object is uploaded to your inventory.
  • Verify the object has the description you entered earlier.


Scrub Materials button

  • Click the Scrub Materials button and verify the model changes from gray to white.


Consolidate button

  • Upload a file that has several submeshes (something similar to connery.dae)
  • Click the Consolidate button
  • Verify the submeshes has changed to 2. (because there are 2 materials or colors in the object)
  • Click the Scrub Materials button
  • Click the Consolidate button
  • Verify the submeshes has changed to 1. (because there is only 1 material now)
  • Close the Mesh Upload window without uploading.
  • Upload a model with more than 64k vertices (need a model)
  • Click the Scrub Materials button.
  • Click the Consolidate button.
  • Verify the submeshes is 2 or greater. (because there is 1 mesh for every 64k vertices)

Physics Decomposition window

  • Upload duck.dae
  • Verify the ‘>>’ button next to “Physical Shape” is unavailable.
  • Click the drop down menu next to "Physical Shape:" and set the triangle limit to 4212
  • Verify the ‘>>’ button next to “Physical Shape” is now available.
  • Click the ‘>>’ button next to “Physical Shape” to open the Physics Decomposition window.
  • Verify a window opens that has Decompose and Simplify buttons.
  • Click Cancel to close the Physics Decomposition window.
  • Click the Decompose button
  • Uncheck the Mesh checkbox
  • Verify the model preview shows the model is broken into pieces of different colors.

Top section

  • Mesh checkbox
  • Hull checkbox
  • 'Drop down menu #1' Submesh drop down? What's the name of this drop down?

Stage 1 - Decomposition

These all need definitions and tests

  • Cosine %
  • Simplify Coplanar
  • Close Holes (Slow)
  • 'Drop down menu #2'
    • Preview
    • Normal
    • High
  • 'Drop down menu #3'
    • Surface
    • Solid
    • Wrap
    • Delaunay (menu cuts off text when selected)
  • Decompose button

Stage 2 - Simplification

These all need definitions and tests

  • Combine Quality
  • Detail Scale
  • Retain%
  • 'Drop down menu #4'
    • Retain%
    • Best
    • Better Detail
  • Simplify button

Bottom section

  • Status (bug: status does not initialize if you reopen the decomposition window)
  • Cancel button

Explode slider

  • After decomposing a model, move the Explode slider.
  • Verify the decomposed pieces of the model move away from each other as the Explode slider is moved to the right.

Choose File...

  • Are there any limitations here? Does LoD criteria enforcement come into play?


Show Edges

  • Check the Show Edge checkbox and verify that the Preview shows the edges of the triangles.
  • Uncheck the Show Edge checkbox and verify that the triangles edges are no longer highlighted in the Preview window.

Preview window

  • Verify you can zoom in/out on the model and rotate it right and left with mouse drag.
  • Verify you can rotate the model up and down with ctrl + mouse drag.
  • Verify you can pan the model with ctrl + shift + mouse drag. (should this work? works a little. Only small movements...)


Upload Textures option

  • Not implemented at this time?


Upload a rigged object

  • Download http://jira.secondlife.com/secure/attachment/38659/simplebot.dae
  • Upload the mesh
  • Verify generate normals does nothing unexpected.
  • Verify LOD generation does nothing unexpected.
  • Walk around and Verify the rigged object animates in the preview window.
  • Verify "consolidate" is grayed out.
  • Upload the mesh
  • Verify a mesh and an object are uploaded.

Upload a bad object

  • Test uploading a bad object (need example object)
  • Verify sufficient error is returned.
    • Need a test for each error type.