The 3DTileset I have generated works fine on desktop browsers, however, artefacts in the form on narrow bands appear when using the application on mobile devices. What could be causing this issue? I was wondering if there’s some optimization that’s turned on in mobile devices that could be causing this, but I can’t narrow it down.
iPad screenshot - https://i.imgur.com/fRM8Lc9.png
Desktop screenshot - https://i.imgur.com/m580cOv.png
What sort of data is it? Is it b3dms? There are some known iPad issues relating to depth precision, but it’s hard to tell from the screenshot what it might be. You could try turning off log depth (https://cesiumjs.org/Cesium/Build/Documentation/Scene.html#logarithmicDepthBuffer) or toggle depthTestAgainstTerrain (https://cesiumjs.org/Cesium/Build/Documentation/Globe.html?classFilter=globe#depthTestAgainstTerrain) to see if that changes anything.
Toggling viewer.scene.globe.depthTestAgainstTerrain and viewer.scene.logarithmicDepthBuffer did not work.
Enabling tileset.debugColorizeTiles does give me some more information but I don’t know what to make of it. Please see the following:
debugColorizeTiles behavior on Desktop (Cesium 1.60, Google Chrome, Windows 10)
debugColorizeTiles behavior on iPad (Cesium 1.60, Safari, iOS 12)
The tileset is being forced to load at highest level of detail and consists of i3dms only.
Moreover, I utilized debug statements and it seems like in none of the cases is “tileFailed” being called.
Hope some of this information helps.