Difference between revisions of "Mesh Prim Equivalence test"
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<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. More testing is needed here. </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. More testing is needed here. </span> | ||
=== Unlinking a mesh can cause object returns === | === Unlinking a mesh can cause object returns === |
Revision as of 17:17, 27 January 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)
- Click the Generate LOD button
- 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 Object Cost in the edit window matches the Estimated Streaming Cost you noted from the upload window. If the Object 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. Which value in the Edit Tools is the resource cost? Linked Sets or Objects?
- 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 changes its prim equivalent
- Set the object physics to Mesh
- Scale the mesh up
- Verify the Physics cost (the second number in the edit tools) decreases
- Scale the mesh down
- Verify the Physics cost (the second number in the edit tools) increases
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. More testing is needed here.
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.
- It would be better if only the prims of the linked object were returned. Or better yet, the unlink fails because it will cause a surprise object return situation.(SH-570)
Changing Physics shape of a mesh can overflow the parcel prim limit
- Rez a mesh (eg. duck.dae), set the Physics Shape Type to Convex Hull, and scale it down to 1x1x1m
- Rez other prims or meshes on the parcel until the parcel prim limit is reached.
- Edit the mesh object and set the Physics Shape Type to Prim
- Verify the Prim equivalent of the object increased, overflowing the parcel prim limit and the mesh was returned.
- Verify this caused no other objects to return.
Changing Physics shape of a prim in a linkset can overflow the parcel prim limit
- 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 increased , overflowing the parcel prim limit and causing the linked set to return.
- Verify this caused no other objects to return.
- Repeat, this time changing a non-root prim to convex hull or to "none".
- Verify the Prim equivalent of the object increased , overflowing the parcel prim limit and causing the linked set to return.
- Verify this caused no other objects to return.
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 available primitive usage on the parcel is correct.
Temporary primitive-based objects
These are primitive or linked sets made of primitives and the Physics shape type of the entire linked set is set to Prim.
- Verify Temporary primitive objects do not count toward the parcel object limit
- Verify Temporary primitive objects do not count against the sim prim limit (ctrl-shift-1 to open the Statistics bar, Simulator > Objects)
Temporary meshes
- Verify Temporary Mesh objects do count toward the parcel object limit.
- Verify Temporary Mesh objects do count against the sim prim limit.
- Linked sets of primitives where at least one prim is set to something other than Physics Shape Type = Prim will use this Mesh prim accounting.
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
- 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