Just out of curiosity, is the clamp to ground going to clamp down into every ‘nook and cranny’ like the blue line in the image, or just enough so that it isn’t buried anywhere like the green line in the image? First option might be more accurate, but the 2nd might be a good option for faster processing when high accuracy just isn’t important.
Is there any way how we can get the height of the terrain elevation and then draw a polygon vertices at that elevation either for a ground primitive or a regular primitive
Re. "A ground primitive cannot also have an extruded height" - do you know whether there's already a Github issue for this? Otherwise I can submit one, but it might already be on the roadmap (or part of 3d tiles - to my understanding the goal is everything in 3d tiles should eventually work with terrain)
I know that having 3D geometry conform to terrain will require a completely different rendering technique than we are using for GroundPrimitives to accomplish this. We need to research to come up with a good way to accomplish this that will render efficiently, and it is not likely that we will have a chance to add this any time soon. With 3D tiles, we may be able to accomplish this by preprocessing the geometry offline first.