@bertt There are some different approaches for “placing something” - e.g. via glTF node transforms, via instancing transforms, or via tile transforms. But I’ll attach an example that contains
- a
tree.glb
- a small
CreateInstancedTrees.ts
script, based on glTF-Transform, that reads thattree.glb
and creates atreeInstanced.glb
- the resulting
treeInstanced.glb
- a tileset JSON that was created by running
createTilesetJson
command of the 3d-tiles-tools on this file, and where I manually inserted a transform for the root tile to place that tile at a certain position on the globe
The result looks right …
(Yes, the bounding box is wrong: The bounding box computation does not take the instancing into account, see Support for skinning and instancing in getBounds() · Issue #879 · donmccurdy/glTF-Transform · GitHub )
27549b.zip (140.4 KB)
Which are the differences compared to I3DM that you refer to?