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TopographicLineMaterial: Improvements

Open gkjohnson opened this issue 8 months ago • 1 comments

  • See if we can calculate height in the fragment shader based on the ellipsoid rather than interpolating in the vertex shader.
    • Try scaling the values
  • Consider presenting elevation to at least the granularity of the current topo lines.
  • ~Fix support for topo plugin shallow arguments~
  • ~Ensure calculations for topo pixel spacing are correct (dpr isn't accounted for in margin?)~
  • ~Add helper function for determining transition boundaries, line stride on CPU for info display.~
  • ~Consider shifting the resolution value to a uniform rather than calculated.~
  • ~Adjust the fade limit defaults for the globe so the carto and topo lines don't overlap.~
  • ~Consider decreasing step size if the terrain has a low rate-of-change (fwidth of perpendicular values)?~ This will result in some odd spotty cases of topo lines.

Other

  • Allow for more scalable precision elevation display. Ie because the elevation is clamped to 2 decimal places the precision of the displayed value diminishes further from the origin.
  • Add dynamic line where the mouse is / highlight height
  • Adjust fade transition distance for ortho camera (or near ortho cameras)
  • Rename "topo" to "contour"
  • Add middle line to improve readability.
  • Remaining precision issues
    • Shift values to be relative to a nearby value so the interpolation is not happening on such small fields
  • Consider controllable feature for adjusting the number of segments per stride - eg use 9 at the highest level for cartographic
  • Consider other options
    • number of segments per emphasis line
    • ~thickness~

Related to #1086

gkjohnson avatar Apr 21 '25 22:04 gkjohnson

Add measurement tool:

  • Add horizontal measurement
  • Vertical elevation, contour markers
  • Display lat / lon under mouse

gkjohnson avatar Apr 28 '25 06:04 gkjohnson