Difference between revisions of "Mesh/Mesh Tests"
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Dan Linden (talk | contribs) |
Dan Linden (talk | contribs) |
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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_Accounting_Test?) | ||
* [[Mesh Edit Tools test]] | * [[Mesh Edit Tools test]] | ||
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** high prim equiv. mesh onto a physical object | ** high prim equiv. mesh onto a physical object | ||
** drag a boneless mesh onto a boned object on ground (and also attachment) | ** 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]] | * [[Render_Cost_test]] | ||
** Target overall scene triangle count at 128m, medium detail (currently 125K/tris) | ** Target overall scene triangle count at 128m, medium detail (currently 125K/tris) |
Revision as of 13:42, 12 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_Accounting_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.