Xiaoji Chen

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This might be due to xviz parser packing positions into a Float32Arrray. Most of our data is vehicle relative. Lnglat positions would lose precision in 32 bit.

This is an issue in both builder and parser. @amolskh since you are using JSON, you should not be affected by the builder issue. I can patch the parser fairly...

Both JSON and glb are parsed using the xviz parser before streetscape.gl consumes them.

This is caused by react-map-gl switching to functional components. You can work around this with the following in package.json: ``` "resolutions": { "react-map-gl": "5.2.12" } ```

I just did a clean reinstall and it is working. Can you document the commands you used to install the dependencies?

You can achieve this by supplying your own view mode: ```js const CUSTOM_VIEW_MODE = { name: 'custom', initialViewState: { maxPitch: 60, pitch: 30 }, mapInteraction: { type: CustomController }, tracked:...

We disable pointer interaction on the map. You can do something like ```js onClick={evt => { this._map.queryRenderedFeatures(...); }} _onMapLoad={evt => { this._map = evt.target; }} ```

@sethborg blocks.png is generated by a script. - Go to `scripts/render-textures.js` and point `assetDir` to the asset folder of your Minecraft installation. - In command line, run `npm run build-assets`

@sethborg I'll look into the block entities handling. I suppose we can just add an `entities` field to `options`?