Kevin Ring

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@pjcozzi I was under the impression ion commonly produces tilesets with WebP images, so the motivation is just making sure ion's output (at least for meshes) is well-supported in Cesium...

There's also [C++ Core Check](https://docs.microsoft.com/en-us/cpp/code-quality/using-the-cpp-core-guidelines-checkers?view=msvc-160&viewFallbackFrom=vs-2019), which statically verifies (a subset of) the C++ Core Guidelines the form the basis of our coding standards. Probably not as mature or well maintained...

@nithinp7 load/worker threads shouldn't be blocking waiting for network requests. If you're seeing that, let me know, because it would be extremely concerning.

Load threads aren't blocked, but there is that limit of 20 (by default) simultaneous loads, and there's no distinction there between loads from cache and loads from the network. So...

There's no great solution, but really the only kinda-ok one is to have alternate ways to indicating failure. That might mean logging or returning a struct with errors and warnings,...

The only potential problem I can think of is if cesium-native's frustum check says "it's visible", but then the renderer's says "nope it's not actually visible" because it checks with...

In Unreal, occlusion results are per view, right? So what happens if the occlusion query gets culled in some views but not in others? Will the occlusion results be incorrect...

Thanks for writing this up Bao! I need to read it in detail, but I noticed one problem in quick read: > Tile::requestContent() does upsampling for quantized mesh, but the...

> We should handle other similar types of tileset in the future as well like S2 implicit tree S2 implicit trees are already supported in the current code.