How to lower the LOD in editor mode when loading local oblique photography using cesium world terrain’s from url? I have modified the cesium native source code, and currently can only lower the LOD of terrain.
Hi @Cchao123, welcome to the community!
You can lower the LOD of a tileset by increasing the value of “Maximum Screen Space Error” property. There’s currently no way to use a different LOD in the Editor versus in-game, but you could simulate that by setting the Maximum Screen Space Error property to a lower value in your Level Blueprint.
I’m not sure if I’m understanding your question correctly, though. What do you mean when you say you modified the cesium native source code?
OK.Thanks! I got it, the code I modified is as follows:
uint32_t QuadtreeRectangleAvailability::computeMaximumLevelAtPosition(
const glm::dvec2& position) const noexcept {
// Find the root node that contains this position.
for (const std::unique_ptr& pNode : this->_rootNodes) {
if (pNode->extent.contains(position)) {
return findMaxLevelFromNode(nullptr, *pNode, position) - this->_reduceLevel;
}
}
return 0;
}
use the “_reduceLevel” to control the max terrain level. So I want to use the same method to make oblique photography effective as well.
Besides, is there a way to turn off terrain shadows. Cesium Sunsky casting shadows will turn off all, I want to keep the shadows of other actors.