Kevin Ring

Results 188 issues of 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...

enhancement
performance

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...

quality

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....

bug

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:...

enhancement

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...

quality

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...

quality

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...

enhancement
performance

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...

enhancement
performance

CesiumJS dynamically adjusts the screen-space error according to several heuristics. We should implement those here.

enhancement
performance

i.e., with a `find_package` or `external_project_add` or whatever is considered best practice these days.

quality
research