vts-browser-cpp
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TODO
I will use this issue to track my ideas and plans I want to implement in the vts browser (and its game engine integrations). The points here are not in any particular order. Note that this is not a promise, it may or may not be implemented, and there is no particular roadmap for it.
- change the API between the browser and renderer libraries such that meshes and textures are transferred together, bundled in gltf format.
- merge as many as possible resources in a single tile together to reduce the need for multipass rendering, reduce transparency issues, and reduce number of draw calls
- automatic batching of multiple tiles together to further reduce number of draw calls
- remove the need for custom shaders - instead use the materials provided in gltf (with the diffuse-only/unlit material extensions)
- with an exception for using our atmosphere shaders
- asynchronous camera updates - move culling, tile and lod selection, etc. into separate thread - navigation only remains in the main thread - therefore significantly reducing the time needed every frame
- provide world matrices (in double precision) for every tile/batch together with the gltf - this should simplify its usage in eg. collision detection
My suggestion: It would be nice if the build process would work without symbolic links. Under Windows, you need admin rights for this - which you don't necessarily have in a university or company network.
We use symlinks, so no way.
My suggestion: It would be nice if the build process would work without symbolic links. Under Windows, you need admin rights for this - which you don't necessarily have in a university or company network.
settings -> update &security -> for developers -> enable developer mode. then restart. enable symlinks in git. and viola, admin rights are not required.