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Unstable 3d tiles rendering in itowns #1859
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Thanks to report this issue! |
Thank you very much for your involvment. We really like your product and hope the issue can be solved. |
@gchoqueux |
Hi, |
@jailln |
Could you share your tileset (or a subset of it) with me so I can give it a try? I do not reproduce the issue with the tilesets I have. |
Dear @jailln, I've already posted the link in the discussion section here: #1880 (reply in thread) Here is the link: |
@gchoqueux @jailln @mgermerie |
Hi @alexLuky,
Cheers. |
@jailln |
Sorry if I closed it too quickly, but it solved the initial problem you described: I will look into the level of details problem and let you know. Note that I'm on leave next week so it might happen the week after. |
dear @jailln. I've solved the light issue by refactor the MeshBasicMaterial to MeshStandardMaterial after this the light effects on gltf in b3dms and it looks much better but there is still the SSE kind of issues... and now we are in the dead-end because we can't use itowns with Cesium-standard 3d tiles based on sphere realization. I want to emphasize that this tileset works pretty good on Cesium.js but not in itowns. So we even tried to refactor the tileset.json from shpere to region. It becomes a little bit better more stable, but stil deconstructive. Compromise solution for us could be generation our own b3dms tree from obj/gltf models but all libs that we found just make the one big b3dm without tilesets hierarchy, Any way I think itowns should be patched to understand the cesium standard because all modern enterprise software generates the 3D tiles in this standard. In Cesium it works fine, in itowns - big issues. |
I think I found out why the LODs (ie the child tiles) don't all get displayed:
I will test this lead when I get back in one week. Regarding the discussion about the 3D Tiles support in itowns, it is a bit less well supported than in Cesium because the Cesium team are the one making the 3D Tiles standard, BUT we are working on improving this support (and your usecase helps us to do it) (see also #1867 and #1834, and there is more to come). Hopefully we can achieve a better support of 3D Tiles and benefit from the threejs features and performance + of all the other features of itowns that are not in Cesium (e.g. MVT support). |
This is great news! If you will solve this and other common issues than itowns will become much more perspective framework than Cesium is. |
Hello @alexLuky,
Do you now if there a structure change in the tiles at level 18 that could introduce this bug ? I don't have time to continue looking into it this week but I will try to come back at it later on. |
Greetings @jailln. I suggest you to put the dataset to the Cesium and inspect the behavior there. And then search for their implementation of SSE calculation for this case. |
Hi @alexLuky I will take a look when I find some time to do it... Don't hesitate to try it also if you have time :) |
@jailln |
Haven't had time to look at it yet sadly... |
@jailln |
@gchoqueux can you take a look at it please ? :) |
The complete 3d-tiles support is planned in the short term road map. We are currently studying possibilities in terms of libraries to enhance support (as mentioned in #1917). |
@jailln that's great, surely I will. Give some time. |
Closing this it has been fixed (and still works with the new OGC3DTilesLayer based on 3DTilesRendererJS). Feel free to reopen if needed. |
When I zoom or pan some tiles just not render or whole tileset destructs until the view angle or zoom will not be changed.
Your Environment
Context
Here is videos to see the behavior:
I've tried:
But these options don't solve the issue.
Steps to Reproduce (for bugs)
Expected Behavior
I expect that all tiles in camera focus will be rendered no matter the zoom or view angle.
This issue and the previous are critical for us and if there is no solution for them we'll have to avoid the itowns in our projects.
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