Difference between revisions of "Mesh Prim Equivalence test"

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** Can the mesh be attached?
** Can the mesh be attached?
*** What happens if you drop it on the ground?
*** What happens if you 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 the child mesh is returned, as it changes to Physics shape Prim when unlinked and is over the limit and the last modified.


=== Verify parcel prim limits are correct after parcel operations ===
=== Verify parcel prim limits are correct after parcel operations ===

Revision as of 15:40, 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, unlinking) 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?

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 the child mesh is returned, as it changes to Physics shape Prim when unlinked and is over the limit and the last modified.

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 ???