Hi anyone please tell where is the code which determines what tiles are required to render in the scene.
Thank You
@ajinRa020307
If you haven’t already, I recommend checking out our 3D Tiles overview. The overview summarized the main concepts that are supported by the 3D Tiles spec. Chapters 3-6 will be particularly useful.
https://github.com/CesiumGS/3d-tiles/blob/main/3d-tiles-overview.pdf
In the meantime, what is your intended use case?
Best,
Sam
Hi iam trying to render high resolution terrain inside a primitive volume. No matter camera height i need a way to always render high resolution terrain inside the volume. please suggest some ideas
Try setting tileset.maximumScreenspaceError = 0. Then it loads everything at highest resolution.
The code for tile selection is around here:
* ancestors. If a tileset is very deep, the depth is unlikely to fit into the stencil buffer.
*
* We want to select children before their ancestors because there is no guarantee on the relationship between
* the children's z-depth and the ancestor's z-depth. We cannot rely on Z because we want the child to appear on top
* of ancestor regardless of true depth. The stencil tests used require children to be drawn first.
*
* NOTE: 3D Tiles uses 3 bits from the stencil buffer meaning this will not work when there is a chain of
* selected tiles that is deeper than 7. This is not very likely.
* @private
*/
function traverseAndSelect(tileset, root, frameState) {
var stack = selectionTraversal.stack;
var ancestorStack = selectionTraversal.ancestorStack;
var lastAncestor;
stack.push(root);
while (stack.length > 0 || ancestorStack.length > 0) {
selectionTraversal.stackMaximumLength = Math.max(
selectionTraversal.stackMaximumLength,
stack.length
2 Likes
@v12424124_34
Thank you for your suggestion. @ajinRa020307 definitely give this a try!
-Sam
1 Like
Thank you guys , it works
1 Like
@ajinRa020307
I am glad to hear that! Let me know if any other questions come up.
-Sam