Kevin Ring
Kevin Ring
That's a mistake. I don't think it will do any harm, though. Thanks for pointing it out!
I recently ran into this problem, and also recently wrote some code that might help solve it. Basically my code is two cmake functions that can be used to evaluate...
My current thinking is to generate a set of texture coordinates per projection, because: * It's hard to reproject the imagery without losing quality. * It'll be unusual (I think)...
See the Unreal side of this, with more discussion: https://github.com/CesiumGS/cesium-unreal/pull/798
@nithinp7 do you happen to remember which cmpt you were using when you ran into this? If not, perhaps we close it until we see it again.
As mentioned in the issue Sean linked above, take a look at Tessil's ordered_map: https://github.com/Tessil/ordered-map The order preservation is a nice feature, and the improved insertion performance reduced memory usage...
I was reading a bit about GitHub Actions because we're having trouble with Clang on Travis right now. I think moving cesium-native over should be really straightforward, but cesium-unreal will...
Also, it's tricky to surgically remove data from a buffer because of the need to preserve alignment in the process.
I started on this in https://github.com/CesiumGS/cesium-native/compare/gltf-remove-draco awhile back, but it's not complete or working.
Thanks for the PR @zrkcode! There was a bug in some of the coordinate computations, and I committed a fix. It seems to work well now, but I haven't tested...