Kevin Ring
Kevin Ring
@baothientran I think this is really sensible, and a great improvement over what we're doing now. It also doesn't sound too drastic. A lot of code will change, but mostly...
Can this be reproduced trivially with just CWT or something? Or does it only happen in certain circumstances?
Just to be clear, it is normal and expected for non-Done tiles to be included in the render list. It should be mostly ContentLoading tiles but also some Unloaded when...
I updated the title and label to reflect the desired action here.
For 3D Tiles, CesiumJS uses a higher max SSE value when the camera is moving quickly. While thinking about implementing this in cesium-native, it occurred to me that adjusting SSE...
I changed the title to make it clearer how this is actionable.
Debug builds initiated from Visual Studio Code on Windows no longer work. We get lots of link errors like this: ``` [build] async++.lib(scheduler.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL':...
Even after adding: ``` "cmake.configureSettings": { "CMAKE_BUILD_TYPE": "${buildType}" } ``` There are warnings a link time due to missing PDBs from all the third party libraries. Does Conan not include...
CC https://github.com/CesiumGS/cesium-unreal/issues/323 I'm skeptical this would give good results, but it's simple enough to try so might as well give it a shot.
> Add the EXT_mesh_features extension 👍 > Refactor upgradeBatchTableToFeatureMetadata so that it actually upgrades to mesh_features instead. 👍 > On the Unreal side, refactor FCesiumMetadataPrimitive (maybe just the constructor?) Will...