3DTilesRendererJS
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Why does decreasing the error target cause tiles to load for so much longer to the same spot?
Change the error target to 6 and open the google tiles aerial view.
Likely because at least the whole environment afar is still loading and when the error target is lower then it takes longer for the far off tiles to reach a loaded state.
- The "priorityCallback" function could be possibly updated to be sorted differently based on closer tiles, etc.
- Perhaps the apparent calculation for screenspace error can increase quadratically based on distance?
Looks like Cesium uses a single "priority" value rather than a waterfall-style fallback compare:
https://github.com/CesiumGS/cesium/blob/22658a56b57b671c815647bf00ed08be8565901f/packages/engine/Source/Scene/Cesium3DTile.js#L2239-L2247