Tim Moore
Tim Moore
> So I wanted to check back in here and say that largely I'm seeing what I'd "like" in general, very much in part thanks to both of your advice....
> As a side note, seeing the Google Photorealistic tiles rendered via the VisionOS renderer is quite cool. Screenshots don't really do it justice, the rendering makes the world feel...
> > I'd like to get feedback on whether it would be better to use a composition-based approach instead. > > While multiple inheritance doesn't seem to be explicitly disallowed...
> > GltfConverters::convert returns a complete model, not a future, so I do a wait() on the accessor future that returns the .glb file. I don't know if that's bad...
I'm ready to merge this, but I notice that the WW15MGH.DAC file is only test data. What's the plan to make this more official? Egm96 height will very useful to...
> We could definitely include WW15MGH.DAC in the binary, by generating a header file either [manually](https://notisrac.github.io/FileToCArray/) or as part of the build process. However, I wonder if it doesn't just...
I'm going down a similar path in https://github.com/CesiumGS/cesium-native/pull/854 . Supporting i3dm implies that cmpt and therefore CesiumGltf::Model::merge() needs to support merging of the relevant extensions. Merging ExtMeshGpuInstancing is easy. I...
Taking a look at this and noting that it depends on #153 . Do you see using https://github.com/CesiumGS/cesium-native/pull/777 as an alternative?
> @timoore do you know if the ray cast query returns the path of the Fabric prim? If it doesn't we'll likely need to postpone this feature until that capability...
Cesium-Unreal is using CesiumAsync::CachingAssetAccessor, which delegates to the accessor class making the http requests. In cesium-unreal, that eventually calls Unreal's code for making http requests. cesium-omniverse isn't doing any accessor-level...