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_Import_test]] Everything about the Mesh upload window.
* [[Mesh_Import_test]] Everything about the Mesh upload window.
** Include test for model with multiple LOD's
** Include test for model with multiple LOD's
* Mesh decomposition tool needs more detail in [[Mesh_Import_test]]
** Include test for model with textures
* [[Mesh_Prim_Equivalence_test]] How many prims a mesh counts as in the parcel limit and simulator limit.
** Verify bulk upload fails for meshes.
* [[Mesh_Accounting_Test]] is a starting point for several tests. Break the tests out and expanded on them.
** Mesh decomposition tool needs more detail.
* Rigged meshes
* [[Rigged Mesh test]] '''incomplete'''
** uploading a rigged object that contains joint offsets
** uploading a rigged object that contains joint offsets
** bone 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.
* <span style="background:#FF6666">(2011-01-06 failed)</span> [[Parcel Prim Limit Overflow test]]
* Physics shape type (with un/linking, de/rez, duplication, etc.) (is this sufficiently covered by Mesh_Shape_Changing_test?)
* [[Mesh Edit Tools test]]
* 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.)
* Test swapping meshes onto mesh objects. [[Mesh Shape Changing test]]
** 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.
* Costs
* [[Render_Cost_test]]
** [[Render_Cost_test]]
** 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
** 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)
** 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.
** The "pure physics cost" must be < 32.0 before rounding to make the linkset physical.
** Only the physics resource cost (not simulator resource cost or streaming cost) affects the ability to set an object physical.
** Target overall scene triangle count at 128m, medium detail (currently 125K/tris)
** Target overall scene triangle count at 128m, medium detail (currently 125K/tris)
** Target viewport streaming cost at 128m, medium detail (currently 2MB)
* [[Streaming Cost test]]
*** "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."
* [[Physics Cost test]]
* Upload Cost test -- TBD
* [[Physics Material Settings test]]
* [[Physics Material Settings test]]
** Test the newly exposed physics options Friction, Density, Restitution
* 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]]
* Verify bulk upload fails for meshes.
* The 10cm gap has been eliminated for nearly all(which ones?) objects.
* Compatibility testing: Mac OS X 10.4.11?
* Are there any ways to accidentally overflow a parcel(exceed the parcel's prim limit) and cause the return of other people's item on my parcel?
** rez mesh
** rez mesh via script
** restore deleted object from inventory. is that a feature?
** resize a mesh
** change Physics shape type manually
** change the physics shape type as a result of linking or unlinking.
** change the mesh shape by dragging a different asset onto a mesh object
** stand up from a vehicle
** change a temporary prim into a temporary mesh


[[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