I found a better way to achieve this. Since I have the level, x and y of the tile in the requestTileGeometry method, and also have access to the terrain provider tiling scheme, I used this._tilingScheme.tileXYToRectangle(x, y, level) to get the tile’s rectangle and checked if it overlaps the user’s polygon.
Bummer… but I guess it won’t be so bad to have the terrain reloaded. We’ll see when I’m done ![]()
Right now I’m focused on this issue. I’m trying to break the mesh triangles that cross the polygon’s perimeter into smaller triangles so that the mesh will look good.
Will update soon with the results and post some of the code here ![]()