Difference between revisions of "Mesh Prim Equivalence test"

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=== Verify upload window prim equivalent matches in-world prim equivalent ===
=== 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)  
* 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 Estimated Streaming Cost.
* Look at the Model upload window and note the prim equivalent for the model. <span style="background:#FFFF33">There's only streaming cost right now, in build 2.2.1 (210955).</span>
* Note the physics cost. <span style="background:#FFFF33">(There's only streaming cost right now, in build 2.4.0 (214148))</span>
* Click the Upload button, wait for the duck to upload, and rez the duck on the ground.
* Click the Upload button, wait for the duck to upload, and rez the duck on the ground.
* Edit the duck
* Edit the duck
* Verify the prim equivalent in the edit window matches the upload window.
* Verify the Resource Cost (or the cost next to "Linked Sets") in the edit window matches the Estimated Streaming Cost you noted from the upload window. If the Resource Cost is equal to the Physics Cost, this is because the Physics cost is larger than the Streaming cost. Go back and import the model again but increase the scale by 10x.
* Verify the Physics Cost in the edit window matches the value you noted from the upload window.


=== Verify in-world prim equivalent matches edit tool prim equivalent ===
=== Verify in-world prim equivalent matches edit tool prim equivalent ===
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* Verify the prim equivalent in the edit window matches the increase in the Prims on parcel.
* Verify the prim equivalent in the edit window matches the increase in the Prims on parcel.


=== Scaling a mesh changes its prim equivalent ===
=== Scaling a mesh (set to Prim) changes its prim equivalent ===
* Set the object physics to Mesh
* Set the object physics to Prim
* Scale the mesh up
* Scale the mesh up
* Verify the prim equivalence decreases
* Verify the Streaming cost (the first number in the edit tools) increases
* Scale the mesh down
* Scale the mesh down
* Verify the prim equivalence increases
* Verify the Streaming cost (the first number in the edit tools) decreases


=== Scaling a Convex Hull mesh does not change its prim equivalent ===
=== Scaling a Convex Hull mesh will not change its prim equivalence ===
* Set a mesh object's physics to Convex Hull
* Set a mesh object's physics to Convex Hull
* Scale the mesh up and down
* Scale the mesh up and down
* Verify the prim equivalent remains the same at all scales.
* Verify the prim equivalent remains the same at all scales.


<span style="background:#FFFF33">Appears that prim equivalency drops to 1.0 if 2 of the dimensions are less than 0.2m. Is this the expected behavior? Falcon: Yes</span>
<span style="background:#FFFF33">Appears that prim equivalency drops to 1.0 if 2 of the dimensions are less than 0.2m. Is this the expected behavior? Falcon says Yes. See [[Physics_Cost_test]] for more details. </span>
 
=== 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 (note: there is no way to see this 'rezzed 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
 
* If the mesh's prim count exceeds region limit (15,000 for regular sims, 3750 for homesteads), return the mesh when it is deselected.
** Verify that rezzing the returned mesh returns it again.
** Verify you can attach the mesh, scale it up to 2x2x2m then drop it on the ground.
 
=== Unlinking a mesh can cause object returns ===
* Link 2 meshes.
* Set the physics shape of the child mesh to none.
* Put objects on the parcel until it's prim limit is reached.
* Unlink the mesh object
* Verify that some of the objects that were added to the parcel to reach the prim limit are returned, because the mesh child object reverted to Physics shape Prim when unlinked.
 
 
=== Changing Physics shape of a prim in a linkset can overflow parcel ===
* Link several torii together
* Rez other prims or meshes on the parcel until the parcel prim limit is reached.
* Edit the root prim of the torii linked set and set the Physics Shape Type to Convex Hull
* Verify the Prim equivalent of the object increases.
* Repeat, this time changing a non-root prim to convex hull or to "none" and verify the prim equivalence of the object increases


=== Verify parcel prim limits are correct after parcel operations ===
=== Verify parcel prim limits are correct after parcel operations ===
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* force ownership by administrator
* force ownership by administrator


=== Temporary objects ===
=== Verify parcel prim limits are correct after changing Region Object Bonus ===
* Temporary objects do not count toward the parcel object limit
* Change World > Place Profile > Retion/Estate > Region > Object Bonus to 10.
* Temporary objects do not count against the sim prim limit
* Create a mesh on a parcel
* Verify the "Prims parcel supports" has increased tenfold and the available primitive usage on the parcel is correct after subtracting the Resource usage of the objects on the parcel. (don't mind the small rounding errors. eg. a 512 sq. m parcel will support 1171 prims instead of 1170)
 
=== Temporary non-mesh objects ===
* Verify Temporary primitive-based objects do not count toward the parcel object limit
* Verify Temporary primitive-based objects do not count against the sim prim limit (ctrl-shift-1 to open the Statistics bar, Simulator > Objects)


=== Temporary meshes ===
=== Temporary meshes ===
* Temporary Mesh objects do count toward the parcel object limit.
* Rez a mesh object and set Temporary to on.
* Temporary Mesh objects do count against the sim prim limit.
* Verify Temporary Mesh objects do count toward the parcel object limit.
* Verify Temporary Mesh objects do count against the sim prim limit.
* Link 2 boxes together and set the child box's Physics Shape Type to None. This object now uses Mesh accounting.
* Set the linked set's Temporary to on.
* Verify these linked set objects do count toward the parcel object limit.
* Verify Temporary Mesh objects do count against the sim prim limit.  


<span style="background:#FFFF33">Mesh objects count against the Sim prim limit as only one prim. bug https://jira.secondlife.com/browse/SH-269, https://jira.secondlife.com/browse/SH-86</span>
<span style="background:#FFFF33">Mesh objects count against the Sim prim limit as only one prim. bug https://jira.secondlife.com/browse/SH-269, https://jira.secondlife.com/browse/SH-86</span>


=== Objects as Vehicles ===
=== Objects as Vehicles ===
* Objects that an avatar is sitting on do not count toward the parcel object limit. <span style="background:#FFFF33">(They claim to count, and About Land claims that an object will be returned when the parcel prim limit is exceeded but an object is never returned) </span>
* Objects that an avatar is sitting on do not count toward the parcel object limit. (About Land > Primitive usage claims that the object will be deleted but because the object is in the "Selected/sat upon" state it will not be returned)
* Objects that an avatar is sitting on do count against the sim prim limit
* Objects that an avatar is sitting on do count against the sim prim limit


=== Meshes as Vehicles ===
=== Meshes as Vehicles ===
* Meshes that an avatar is sitting on do not count toward the parcel object limit <span style="background:#FFFF33">(They claim to count, and About Land claims that an object will be returned when the parcel prim limit is exceeded but an object is never returned) </span>
* Meshes that an avatar is sitting on do not count toward the parcel object limit. (About Land > Primitive usage claims that the object will be deleted but because the object is in the "Selected/sat upon" state it will not be returned)
* Meshes that an avatar is sitting on do count against the sim prim limit
* Meshes that an avatar is sitting on do count against the sim prim limit


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=== Selected Objects ===
=== Selected Objects ===
* Selected objects do not count toward the parcel prim limit
* Selected objects do not count toward the parcel prim limit (About Land > Primitive usage claims that the object will be deleted but because the object is in the "Selected/sat upon" state it will not be returned)
* Selected objects do count toward the sim prim limit
* Selected objects do count toward the sim prim limit


=== Selected Meshes ===
=== Selected Meshes ===
* Selected meshes do not count toward the parcel prim limit
* Selected meshes do not count toward the parcel prim limit (About Land > Primitive usage claims that the object will be deleted but because the object is in the "Selected/sat upon" state it will not be returned)
* Selected meshes do count toward the sim prim limit
* Selected meshes do count toward the sim prim limit

Latest revision as of 15:26, 2 February 2011


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)
  • Look at the Model upload window and note the Estimated Streaming Cost.
  • Note the physics cost. (There's only streaming cost right now, in build 2.4.0 (214148))
  • Click the Upload button, wait for the duck to upload, and rez the duck on the ground.
  • Edit the duck
  • Verify the Resource Cost (or the cost next to "Linked Sets") in the edit window matches the Estimated Streaming Cost you noted from the upload window. If the Resource Cost is equal to the Physics Cost, this is because the Physics cost is larger than the Streaming cost. Go back and import the model again but increase the scale by 10x.
  • Verify the Physics Cost in the edit window matches the value you noted from 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 (set to Prim) changes its prim equivalent

  • Set the object physics to Prim
  • Scale the mesh up
  • Verify the Streaming cost (the first number in the edit tools) increases
  • Scale the mesh down
  • Verify the Streaming cost (the first number in the edit tools) decreases

Scaling a Convex Hull mesh will not change its prim equivalence

  • Set a mesh object's physics to Convex 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? Falcon says Yes. See Physics_Cost_test for more details.

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

Verify parcel prim limits are correct after changing Region Object Bonus

  • Change World > Place Profile > Retion/Estate > Region > Object Bonus to 10.
  • Create a mesh on a parcel
  • Verify the "Prims parcel supports" has increased tenfold and the available primitive usage on the parcel is correct after subtracting the Resource usage of the objects on the parcel. (don't mind the small rounding errors. eg. a 512 sq. m parcel will support 1171 prims instead of 1170)

Temporary non-mesh objects

  • Verify Temporary primitive-based objects do not count toward the parcel object limit
  • Verify Temporary primitive-based objects do not count against the sim prim limit (ctrl-shift-1 to open the Statistics bar, Simulator > Objects)

Temporary meshes

  • Rez a mesh object and set Temporary to on.
  • Verify Temporary Mesh objects do count toward the parcel object limit.
  • Verify Temporary Mesh objects do count against the sim prim limit.
  • Link 2 boxes together and set the child box's Physics Shape Type to None. This object now uses Mesh accounting.
  • Set the linked set's Temporary to on.
  • Verify these linked set objects do count toward the parcel object limit.
  • Verify Temporary Mesh objects do count against the sim prim limit.

Mesh objects count against the Sim prim limit as only one prim. bug https://jira.secondlife.com/browse/SH-269, https://jira.secondlife.com/browse/SH-86

Objects as Vehicles

  • Objects that an avatar is sitting on do not count toward the parcel object limit. (About Land > Primitive usage claims that the object will be deleted but because the object is in the "Selected/sat upon" state it will not be returned)
  • 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. (About Land > Primitive usage claims that the object will be deleted but because the object is in the "Selected/sat upon" state it will not be returned)
  • 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 (About Land > Primitive usage claims that the object will be deleted but because the object is in the "Selected/sat upon" state it will not be returned)
  • Selected objects do count toward the sim prim limit

Selected Meshes

  • Selected meshes do not count toward the parcel prim limit (About Land > Primitive usage claims that the object will be deleted but because the object is in the "Selected/sat upon" state it will not be returned)
  • Selected meshes do count toward the sim prim limit