Kevin Ring
Kevin Ring
When the `renderTilesUnderCamera` tileset option is set, we consider tiles that are "under" the camera visible even if they're actually outside the view frustum (e.g. because the camera is looking...
It would be better to decouple image functionality entirely from `CesiumGltf` and `CesiumGltfReader` where possible. This avoids situations like having to include `CesiumGltf` only for `ImageAsset`, as noted in [this...
After #252, RasterOverlays that are quadtree tiled follow a process roughly like this to create an overlay texture: 1. Select an appropriate quadtree level for the desired geometric error. 2....
When moving around quickly in Cesium for Unreal (or presumably any engine using cesium-native), we often see "holes" where particular terrain or photogrammetry tiles are missing, and it looks bad:...
Some of our downstream projects (including Cesium for Unreal) ship with exceptions disabled. But cesium-native itself has them enabled. This is _kind of_ ok as long as a) cesium-native itself...
The `JsonValue` type was thrown together rather quickly to support glTF extras and not really given a lot of careful consideration. We should make sure it's an interface we're happy...
When a glTF contains a Draco-compressed buffer or a jpg/png compressed image, we decompress/decode them at load time. However, the original compressed data hangs around. We could save memory by...
When using two raster overlays with identical tiling schemes (e.g. the default web mercator one), we can run faster and avoiding using lots of texture units (which is an even...
CesiumJS dynamically adjusts the screen-space error according to several heuristics. We should implement those here.
i.e., with a `find_package` or `external_project_add` or whatever is considered best practice these days.