Ghislain Cottat
Ghislain Cottat
Quest 2/Android build: Unable to parse EXT_structural_metadata extension (or perhaps any extension?)
Hello folks, I ran into the same error this week with my company tilesets. Thing is, I'm having it on mac arm64 boxes (not tested old Intel macpro yet, I...
Quest 2/Android build: Unable to parse EXT_structural_metadata extension (or perhaps any extension?)
@kring: in the Editor, it cannot be packaged for the moment. No luck so far with visibilty changes (I removed the part about macOS symbols visibility -fms-compat etc. in cesium-unreal/extern/CMakeLists.txt)...
Quest 2/Android build: Unable to parse EXT_structural_metadata extension (or perhaps any extension?)
For the record, no problem on the mac Intel (latest macOS supporting the hardware = Monterey 12.7.5, Xcode 14.2, UE 5.2). So it looks like it's arm64-specific (or Xcode 14.3+...
Quest 2/Android build: Unable to parse EXT_structural_metadata extension (or perhaps any extension?)
Thanks, that's interesting, so this not arm-only, I guess the linux was running on an Intel chip, right? Did you test with both clang and gcc?
Thanks for the prompt reply, @j9liu ! Indeed I realized the indices are relative to the original glTF model, which is why I'm wondering how a blueprint could have any...
Note: I had to add `GetVertexPositionScaleFactor()` to the `UCesiumLoadedTile` interface in order to get rid of CPU access to Unreal memory buffers in our implementation of the lifecycle events receiver:...
I mark this PR as ready for review, although I'm still unsure about `SetRenderReady`. I will try to confirm (or debunk ;-)) our understanding of the problem with a simpler...
About `SetRenderReady`, note that I also considered using it to avoid blocking the game thread for too long, because each tile needs substantial post-processing to be made "render-ready" (parsing vertex...
Sadly, I was unable to reproduce the specific issue that led us to defer material texture assignments, but it doesn't mean the problem no longer happens, as it was witnessed...
> Also, if you can do any of the work in a worker thread, then that process is allowed to take place over multiple frames, with a `Future` signaling when...