Difference between revisions of "Mesh Prim Equivalence test"

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=== Scaling a mesh can cause object returns ===
=== Scaling a mesh can cause object returns ===
* Set the object physics to Mesh
* Set the object physics to Prim
* Scale a mesh down and deselect it.
* Scale a mesh down and deselect it.
* If the mesh's prim count exceeds available prims, return objects in the correct order
* If the mesh's prim count exceeds available prims, return objects in the correct order
** Return other:
** 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 or modified (note: there is no way to see this 'last modified time' via the viewer)
** objects not owned by the parcel owner (note: parcel owner may be a group)  
** objects owned by the parcel owner (note: this may be a group) from newest to oldest, by time they were last rezzed or modified
*** from newest to oldest, by time they were last rezzed or modified (note: there is no way to see this 'last modified 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 or modified
*** Expect that of all the parcel owner's objects, only the mesh should return. Any change made to the mesh to increase its mesh equivalence (changing physics shape, dropping a new mesh shape, scaling down) should cause the mesh to be flagged as the most recently modified object.


* If the mesh's prim count exceeds region limit, return the mesh when it is deselected.
* If the mesh's prim count exceeds region limit, return the mesh when it is deselected.

Revision as of 15:35, 1 October 2010


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 prim equivalent for the model. There's only streaming cost right now, in build 2.2.1 (210955).
  • Click the Upload button, wait for the duck to upload, and rez the duck on the ground.
  • Edit the duck
  • Verify the prim equivalent in the edit window matches 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 prim equivalence decreases
  • Scale the mesh down
  • Verify the prim equivalence increases

Scaling a mesh using Hull does not change its prim equivalent

  • Set the object physics to 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?

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 or modified (note: there is no way to see this 'last modified 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 or modified
      • Expect that of all the parcel owner's objects, only the mesh should return. Any change made to the mesh to increase its mesh equivalence (changing physics shape, dropping a new mesh shape, scaling down) should cause the mesh to be flagged as the most recently modified object.
  • If the mesh's prim count exceeds region limit, return the mesh when it is deselected.
    • Can the mesh be rezzed again long enough to be corrected?
    • Can the mesh be attached?
      • What happens if you drop it on the ground?

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

Temporary objects

  • Temporary objects do not count toward the parcel object limit
  • Temporary objects do count against the sim prim limit

Temporary meshes

  • Temporary objects do not count toward the parcel object limit ???
  • Temporary objects do count against the sim prim limit ???

Objects as Vehicles

  • Objects that an avatar is sitting on do not count toward the parcel object limit
  • 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 ???
  • 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 ???