Neptilo

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Hi Jason, Have you read the README file? It says Palaver no longer works, unfortunately. No need to install it.

Hi Will, I don't understand. The URL you sent precisely refers to the same repo that I forked. How would those edits be overwritten? On Thu, 14 Sept 2023 at...

I finally got a first proof-of-concept to work, using texture arrays: [commit](https://github.com/Neptilo/itowns/commit/9c3d943b9fb990c96ceec63e4d6cfa79b4f1c47a) Unfortunately, it looks like the only way to construct a texture array from textures loaded by `THREE.TextureLoader` is...

@mbredif Thank you for your suggestion. For the current issue, a solution was achieved with direct calls to the WebGL API without too much complexity, so I think I will...

@mbredif Update: in the end, we did have a requirement to avoid direct WebGL calls, and you were right that MRTs could provide a solution, and it turns out their...

> I don't know if you have some POCs somewhere but did you had or think you'll have issues with the current `Style` API? The linked PR above is already...

For example, we can already consider the lines dataset used in `source_stream_wfs_3d.html` as large, because generating cylinders around all the lines already takes some noticeable time, and rendering them slows...

> Could you give an example to reproduce the issue? The issue can be observed in basic examples like `view_3d_map.html`. You can also reduce the limit of `rtCache` in `LayeredMaterial`...

Hi! This is intended behavior since #2049. If the visual impression isn't satisfactory, or the far-clipping is too obvious, everything is still configurable: a factor controlling the limit of the...