Difference between revisions of "Mesh/Mesh Tests"

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{{Navbox/Mesh|project}}
Mesh tests required:
Mesh tests required:
* The walk-throughs function as a Mesh smoke test:
* The walk-throughs function as a Mesh smoke test:
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** [[Mesh/Mesh_Walkthrough:_Decomposing_Physics]]
** [[Mesh/Mesh_Walkthrough:_Decomposing_Physics]]
* [[Mesh_Import_test]] Everything about the Mesh upload window.
* [[Mesh_Import_test]] Everything about the Mesh upload window.
* Mesh decomposition tool needs more detail in [[Mesh_Import_test]]
** 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 Mesh test]] '''incomplete'''
** uploading a rigged object that contains joint offsets
** bone offsets
** need examples files.
* [[Mesh Upload test suite]] A collection of models for regression testing.
* [[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.
* [[Mesh_Accounting_Test]] is a starting point for several tests. Break the tests out and expanded on them.
* <span style="background:#FF6666">(2011-01-06 failed)</span> [[Parcel Prim Limit Overflow test]]
** Test region Object Bonus multiplier and mesh
* Physics shape type (with un/linking, de/rez, duplication, etc.) (is this sufficiently covered by Mesh_Shape_Changing_test?)
* uploading a rigged object that contains joint offsets
* [[Mesh Edit Tools test]]
* bone offsets
* Load testing. assets<->sim, sim data<->client, client rendering, etc
* Mesh viewer performance
* Mesh viewer performance
** Viewer Performance testing for large (64m) prims
* Mesh sim performance
* Mesh sim performance
* Prim size change (prim size increased to 64m)
** Server Performance testing for large (64m) prims
** (encroachment checking)
* [[Mesh Caching test]]
** (allow manual return of encroaching objects)
** Mesh should already be cached in the VFS. Develop > Show Info > Show Render Info shows how much data received for mesh.
** (edit tools/camera when working with larger prims)
* [[Mesh Shape Changing test]] Test swapping meshes onto mesh objects.
** Viewer Performance testing for larger prims
** Server Performance testing for larger prims
* Load testing. assets<->sim, sim data<->client, client rendering, etc
* Viewer caching of mesh objects
* Physics shape type (with un/linking, de/rez, duplication, etc.)
* Target overall scene triangle count at 128m, medium detail (currently 125K/tris)
* Target viewport streaming cost at 128m, medium detail (currently 2MB)
** "I got this number by flying around some prim heavy builds (the city north of Ahern) with all rendering disabled but prims, view distance set to 128m, and prim detail set to mid, and watching the peak triangle count per frame in the statistic floater.  The average was around 75k/triangles per frame with a peak of 150k, so for meshes a good target would be 125k.  On MeshHQ 3, after disabling all rendering but prims (meshes fall under the same category as prims in the render pipeline), the peak triangle count per frame was close to 300k/triangles. On that build, there was no LoD enforcement and a ratio of 8KB/prim for mesh costs, so I'm hoping with a ratio of 4KB/prim and strict LoD enforcement, recreating that build within the new criteria will result in under 125k/triangles per frame."
* Test swapping meshes onto mesh objects.
** 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)
* [[Mesh_Accounting_Test]] is a starting point for several tests. Break the tests out and expanded on them.
* A linkset is not allowed to cost less than 1/2 the number of prims. That's to account for basic work the sim has to do in handling the LLTasks
* [[Render_Cost_test]]
* PurePhysicsCost will be the sum of the physics resource costs of the prims before rounding and before accounting for that 1/2 num prims limit on linksets. PurePhysicsCost will determine if you can make a linkset dynamic (e.g., a vehicle)
** Target overall scene triangle count at 128m, medium detail (currently 125K/tris)
* setting the root prim of a prim object to Convex hull forces the object to use the new accounting system. Setting a child prim to None does the same.
* [[Streaming Cost test]]
* Test the newly exposed physics options Friction, Density, Restitution
* [[Physics Cost test]]
* The "pure physics cost" must be < 32.0 before rounding to make the linkset physical.
* Upload Cost test -- TBD
* [[Physics Material Settings test]]
* Test LSL functions that interact with physics and size and textures.
* Test LSL functions that interact with physics and size and textures.
* Localization
* Localization
* Compatibility testing: Mac OS X 10.4.11?
* [[Mesh Limits test]]
** Maximum model size in MBs
** Maximum number of meshes per model.
* [[Mesh Upload Enablement]]
** Mesh Upload Enabled
** Mesh Upload Not Enabled
----
Other rendering features
* [[Deferred_Rendering_Test]] aka Lighting & Shadows
* [[Transparency_test]]
* [[Depth_of_Field_test]]
----
Other simulator features
* The 10cm gap has been eliminated for nearly all(which ones?) objects.
* Test for [[LlCastRay]]
* Test for [[LlCastRay]]
* Only the physics resource cost (not simulator resource cost or streaming cost) affects the ability to set an object physical.
* make sure bulk upload fails for meshes.


[[Category:Test Plans]]
[[Category:Test Plans]]
[[Category:Mesh]]
[[Category:Mesh]]

Latest revision as of 21:22, 10 July 2014

Mesh tests required:


Other rendering features


Other simulator features

  • The 10cm gap has been eliminated for nearly all(which ones?) objects.
  • Test for LlCastRay