Garrett Johnson
Garrett Johnson
This is caused by TilesFadePlugin. DisplayActiveTiles is implicitly enabled with the fade plugin to avoid tiles from offscreen fading in. Perhaps we can check which tiles are active and then...
> Or disable visibility of tiles that are active but not truly visible. This is already done. The question is whether or not the visibleTiles field should be adjusted to...
Cesium's implementation updates all child frustum and error metrics before marking children as "used": https://github.com/CesiumGS/cesium/blob/165e0fb4fcc9a448b15de6a2df46db23c71fffda/packages/engine/Source/Scene/Cesium3DTilesetBaseTraversal.js#L111-L126 It's also the case that Cesium does not unload external tile sets: https://github.com/CesiumGS/cesium/blob/165e0fb4fcc9a448b15de6a2df46db23c71fffda/packages/engine/Source/Scene/Cesium3DTile.js#L1423-L1425
In a test the frustum optimization improves the tile visibility from 350 to 323 so it can have quite an impact. With a more shallow approach this loads ~340 tiles...
It's possible we could keep the tile marked as "used" but mark "in frustum" to be false and account for that in the subsequent traversals. This would cause the tiles...
Code snippet is [here](https://github.com/NASA-AMMOS/3DTilesRendererJS/blob/5cb9305501509b4b8a4982dd839068cec1d1084d/src/base/traverseFunctions.js#L247-L264). Enabling this is causing the "region" bounding volume demo to flicker.
Possibly related - when at a shallow data boundary in the google maps example you can see a large data cliff when the children happen to not be in the...
This needs a more complete repro case to investigate thoroughly. But always adding children as "used" will cause them to load and take memory (and render) which is what we...
Navigating to this link: http://localhost:5173/googleMapsExample.html#lat=35.1562&lon=-86.8276&height=1123.85&az=28.50&el=-28.93&roll=-0.00 with the `! tile.__hasUnrenderableContent` token removed and LRUChache min size set to 0 then the display will oscillate.
It seems this can happen with EnvironmentControls, as well, resulting the camera being rotated.