Mesh/Mesh Accounting Test

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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]