cesium-unreal
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Water mask doesn't work correctly without a raster overlay
As reported here: https://community.cesium.com/t/quantized-mesh-format-with-water-mask/25537
- Open the first Cesium for Unreal Samples level in San Francisco.
- Move the camera somewhere near the coastline so you can observe the water effect.
- Remove the Bing Maps Aerial raster overlay component from the Cesium World Terrain Actor. The water effect should still look the same as it did before.
- Click Refresh Tileset on the Cesium World Terrain Actor. Now the water mask will be broken, with entire tiles showing either water or no water, without any coastline effect.
Confirmed this is still an issue in the latest version of Cesium for Unreal. Could it have something to do with upsampling for raster overlays?
It's possible! My other guess is that the water mask alone is not triggering the necessary creation of texture coordinates.
any update on fixing this bug? Noticed its still an issue as of today 05/02/2025
This could be fixed if we were to make the water mask a raster overlay, as suggested in #632