baothientran
baothientran
Report at https://github.com/CesiumGS/cesium-unreal-demo/issues/17 The accessor usually checks the status code to be a success response before caching it. However, it seems to be the status code is not enough to...
Currently, both Unreal and O3DE has a very similar way to load Gltf. That is it only cares about creating rendering resources from Gltf Primitive and Material. Even though the...
If we load multiple tilesets and only view a few, unused tilesets will be kept in the memory forever. A global cache will help unloading any unneeded any tilesets
Currently we use extras to embed some metadata for mesh and material processing, for example, Skirt metadata, water mask, etc. The problem with extras is that it uses json value...
clang-tidy and cppcheck are fantastic to prevent us from shooting ourselves in the foot because of C++
Evaluate GitHub Action to see if it can replace our current Travis CI for Linux, MacOS, and Window
As discussed in refactor PR (https://github.com/CesiumGS/cesium-native/pull/508#discussion_r947827057), Tileset has built-in support for Cesium ion, which makes sense. And it also supports a custom loader, which, among other things, could be used...
As discussed in refactor PR (https://github.com/CesiumGS/cesium-native/pull/508#discussion_r947587984), we would like to expose all the glTF converters (B3dmToGltf, CmptToGltf, QuantizedMeshToGltf, etc) to public. They are quite useful for creating conversion libraries or...
Investigate how vegetation works for the existing terrain gem and provide similar support for 3D Tiles.