我在UE中使用ndisplay配置了一个弧形屏幕,水平视场角为216°,垂直视场角为110°,如下图:
我将ndisplay配置文件放入关卡中预览时,效果是这样的:
通过ndisplay启动项目后是这样的效果:
这看起来cesium只加载了UE摄像机面朝方向的地形,也就是以UE摄像机的水平视场角和垂直视场角为基准,但由于ndisplay配置的镜头视场角超过了基准,所以基准以外的地形就没有加载,请问这个基准有办法扩大吗?或者直接适配到ndisplay配置的镜头?我并没有找到类似的设置,希望能够得到解答,谢谢。
Hi @axibaner, welcome to the community!
You’re right that Cesium for Unreal uses the camera’s field-of-view angle to select tiles. If that doesn’t match the actual rendered field of view, then it won’t select the right tiles.
Perhaps you can simply change the camera’s field of view to match the actual nDisplay camera?
If that doesn’t work, there are two possible solutions:
- Disable “Frustum Culling” on the Cesium3DTileset. You should also set
Enforce Culled Screen Space Error
to true and Culled Screen Space Error
to the same value as the Maximum Screen Space Error
property (16 by default).
- Use the Blueprint interface on the CesiumCameraManager to completely control the camera position, orientation, field of view, and dimensions used for tile selection.
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你好! Kevin_Ring,非常感谢得到你的回答。
我之前尝试过修改相机的视野以匹配实际的nDiskplay相机,这确实不起作用。
不过我刚刚按照你提出的第一个解决方案进行设置,成功地解决了这个已经困扰了我超过两周的问题,现在地形能够正常加载并显示了,再次非常感谢你!
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