Don't apply cullRequestsWhileMoving optimization when tileset is moving#8598
Don't apply cullRequestsWhileMoving optimization when tileset is moving#8598OmarShehata merged 2 commits intomasterfrom
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Thanks for the pull request @lilleyse!
Reviewers, don't forget to make sure that:
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Thanks @lilleyse ! This is the right fix in my opinion, since 3D Tilesets are assumed to be stationary by default, and this is an additional optimization we make in the common case, that we can just turn off for this uncommon case. I can confirm this fixes the issue brought up in #8580 (comment). I was going to ask if we should consider making a getter for The only way I can think to break this is if the tileset happens to be moving by modifying Thoughts? |
Ah yes! I thought of that case as well but forgot to mention it here. I looked at the code in #8580 to make sure it was targeting |
For #8580
Only applies the
cullRequestsWhileMovingoptimization if a tileset is stationary. This is to fix cases where the camera is tracking a moving tileset like #8580. You could do something more complicated like comparing the camera delta with the tileset delta #8580 (comment) but I wanted to keep it simple. It's not very common for tilesets to be moving so I think it's ok to just disable the optimization.I put together a Sandcastle to simulate the fix. The NYC buildings are shifting slightly and the camera is moving. In local sandcastle you see tiles stream in during the flight path while in master you don't.
Local sandcastle with the fix
cesium.com sandcastle without the fix