Can you please send me a private message with an access token for it as well?
Of course, done!
Can you tell me a little more about your use-case? I don’t think I’ve heard of someone creating many Actors with the same overlay before.
Sure:
I would like to render 500k buildings. I have no problem at all with untextured buildings. But I have three issues with textured buildings (simple cubes using a pool of ~10 facade textures, and individual roof textures extracted from the imagery):
-
I tried to upload my CityGML files to Cesium Ion but I think it did timeout after a while (
Something went wrong with the asset 1383263; already contacted the mentioned address). So now I have broke my dataset into 24 CityGML files (one per city) and try to upload each one individually to Ion (it works better). -
Even if the above works, I still have performance issues, even for a small portion of my dataset (cf. Texture loading optimization for buildings? - #5 by 0x974). The first one is a
Texture streaming pool over budgetwarning as soon as I run the simulation, because of the textures (even if the LOD is well built by Ion). -
The second one is that FPS drastically drop each time the camera sudently move as 3dtiles load/unload (even if I try to disable frustum culling, which seems to have no effect).
To try to tackle these 3 problems, my idea is to not include roof textures in my CityGML dataset (only facade textures), and instead use a CesiumTileMapServiceRasterOverlay to texture roofs. Ideally, I would do it for only one Cesium3DTileset if I can upload it to Ion.
But I don’t know if it will really help performances. Hence my question about the cache.