Difference between revisions of "Mesh Prim Equivalence test"

From Second Life Wiki
Jump to navigation Jump to search
Line 77: Line 77:
* Temporary objects do not count against the sim prim limit.
* Temporary objects do not count against the sim prim limit.


<span style="background:#FFFF33">Mesh objects count against the Sim prim limit as only one prim. bug SH-269</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 ===

Revision as of 15:07, 8 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 (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.

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 not count against the sim prim limit

Temporary meshes

  • Temporary objects do not count toward the parcel object limit.
  • Temporary objects do not 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. (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)
  • 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 (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)
  • 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