Mesh/Mesh Accounting Test
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Revision as of 13:43, 8 October 2010 by Runitai Linden (talk | contribs) (→Scale Limits (unimplemented))
Basic Testing
- Using a mesh enabled viewer and connected to a mesh enabled sim, enable the render info debug display (develop->show info->show render info).
- Select a mesh object.
- Observe: Selected mesh triangle count and streaming cost should be reflected in debug display
- Edit a mesh object
- Observe: "Cost" information should be displayed in edit tool, including overall object cost and physics cost
- Observe: "Cost" may be higher than physics cost, indicating the object's cost is bound by streaming cost
- Observe: "Cost" may be equal or nearly equal to physics cost, indicating the object's cost is bound by physics cost
Physics vs Streaming
- Select a mesh object that has a mesh based physics representation and set its physics shape type to "Prim"
- Scale object down until the reported physics cost increases and the object cost is bound by physics
- Change the object's physics shape type to "Convex Hull"
- Observe: the object's cost should be similar to the streaming cost reported in the streaming cost debug display, indicating the object is bound by streaming cost
Prim parcel limits
- Attempt to exceed a parcel's prim limit using mesh objects of varying cost characteristics (some physics bound, some streaming bound).
- Observe: mesh objects should be returned when the parcel limit is reached, just like normal prims
Scale Limits (unimplemented)
- Attempt to exceed a parcel's prim limit by scaling an existing prim (either by scaling an object too large to overflow via streaming cost or scaling a mesh based physics representation too small to overflow physics cost).
- Observe: scale operation should clamp scale to lowest/highest limit without overflowing the parcel limit
- Observe: Scripted scale calls should behave similarly.
See Also
- [Mesh Streaming Cost]
- [Mesh Physics]