I’m working on an application that needs to display only small regions of the globe, clipped with globe.cartographicLimitRectangle
. I want to fix the LOD of textures to avoid these visual issues with different levels being clearly visible:
I tried setting globe.maximumScreenSpaceError
, but the result is still almost the same.
I have a few constraints to help. The region is fixed and small (a few kms on each side). I can control the zoom range, which will not get too close. I’d be okay with a longer load time, prefetching a larger number of tiles, as long as I get a smoother run, without replacing tiles that are visible. If possible, I’d like to do the same LOD locking with the mesh, not only the texture. So, questions:
- is there a way to lock the terrain texture and/or mesh at a fixed LOD, so they don’t change according to the camera zoom?
- if this is not possible, is there a way to replace the ImageProvider with my own that would guarantee a smoother experience? For example, I could generate textures myself, but I’m worried that although it fixes the color differences in different tile levels, fetching the textures later will generate a “it’s pixelated, wait, now it looks good again” effect. I’m looking for an immediate effect like a mip-map. Again, I’m fine with a longer load time as long as it is smooth while running.
- as a last resort, would it be viable to use a single, high-res tile instead? I could control the server and write a provider that has only one level of detail. If this works, any pointers to documentation or examples? I couldn’t find much information about this approach.
Any tips are appreciated, thank you!