Difference between revisions of "Mesh Prim Equivalence test"
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** objects owned by the parcel owner (note: this may be a group) | ** objects owned by the parcel owner (note: this may be a group) | ||
*** from newest to oldest, by time they were last rezzed or modified | *** from newest to oldest, by time they were last rezzed or modified | ||
*** Expect that of all the parcel owner's objects, only the mesh should return. Any change made to the mesh to increase its mesh equivalence (changing physics shape, dropping a new mesh shape, scaling down) should cause the mesh to be flagged as the most recently modified object. | *** Expect that of all the parcel owner's objects, only the mesh should return. Any change made to the mesh to increase its mesh equivalence (changing physics shape, dropping a new mesh shape, scaling down, unlinking) should cause the mesh to be flagged as the most recently modified object. | ||
* If the mesh's prim count exceeds region limit, return the mesh when it is deselected. | * If the mesh's prim count exceeds region limit, return the mesh when it is deselected. |
Revision as of 14:36, 1 October 2010
Purpose
Test the prim equivalence of mesh objects. (See Mesh for Mesh feature details)
Test Plan
Verify upload window prim equivalent matches in-world prim equivalent
- Upload a model (Build menu > Upload > Model) and choose duck.dae. (from https://collada.org/owl/browse.php?sess=0&parent=126&expand=1&order=name&curview=0)
- Click the Generate LOD button
- Look at the Model upload window and note the prim equivalent for the model. There's only streaming cost right now, in build 2.2.1 (210955).
- Click the Upload button, wait for the duck to upload, and rez the duck on the ground.
- Edit the duck
- Verify the prim equivalent in the edit window matches the upload window.
Verify in-world prim equivalent matches edit tool prim equivalent
- Right-click the parcel and choose About Land from the context menu.
- Open the Objects tab of the window and note the Prims on parcel
- Rez the duck on the parcel
- Right-click the parcel and choose About Land from the context menu.
- Open the Objects tab of the window and note how much the Prims on parcel has increased.
- Edit the duck
- Verify the prim equivalent in the edit window matches the increase in the Prims on parcel.
Scaling a mesh changes its prim equivalent
- Set the object physics to Mesh
- Scale the mesh up
- Verify the prim equivalence decreases
- Scale the mesh down
- Verify the prim equivalence increases
Scaling a mesh using Hull does not change its prim equivalent
- Set the object physics to Hull
- Scale the mesh up and down
- Verify the prim equivalent remains the same at all scales.
Appears that prim equivalency drops to 1.0 if 2 of the dimensions are less than 0.2m. Is this the expected behavior?
Scaling a mesh can cause object returns
- Set the object physics to Prim
- Scale a mesh down and deselect it.
- If the mesh's prim count exceeds available prims, return objects in the correct order
- Return order:
- objects not owned by the parcel owner (note: parcel owner may be a group)
- from newest to oldest, by time they were last rezzed or modified (note: there is no way to see this 'last modified time' via the viewer)
- objects owned by the parcel owner (note: this may be a group)
- from newest to oldest, by time they were last rezzed or modified
- Expect that of all the parcel owner's objects, only the mesh should return. Any change made to the mesh to increase its mesh equivalence (changing physics shape, dropping a new mesh shape, scaling down, unlinking) should cause the mesh to be flagged as the most recently modified object.
- If the mesh's prim count exceeds region limit, return the mesh when it is deselected.
- Can the mesh be rezzed again long enough to be corrected?
- Can the mesh be attached?
- What happens if you drop it on the ground?
Verify parcel prim limits are correct after parcel operations
- subdivide parcel
- join parcels
- sell parcel
- sell objects with parcel
- deed parcel to group
- reclaim parcel by the estate owner
- force ownership by administrator
Temporary objects
- Temporary objects do not count toward the parcel object limit
- Temporary objects do count against the sim prim limit
Temporary meshes
- Temporary objects do not count toward the parcel object limit ???
- Temporary objects do count against the sim prim limit ???
Objects as Vehicles
- Objects that an avatar is sitting on do not count toward the parcel object limit
- Objects that an avatar is sitting on do count against the sim prim limit
Meshes as Vehicles
- Meshes that an avatar is sitting on do not count toward the parcel object limit ???
- Meshes that an avatar is sitting on do count against the sim prim limit ???
Objects as Attachments
- Attachments do not count toward the parcel object limit
Meshes as Attachments
- Mesh attachments do not count toward the parcel object limit
Selected Objects
- Selected objects do not count toward the parcel prim limit
- Selected objects do count toward the sim prim limit ???
Selected Meshes
- Selected meshes do not count toward the parcel prim limit
- Selected meshes do count toward the sim prim limit ???