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Number of tiles, or points budget #1527

Answered by ibgreen
ltphy asked this question in Q&A
Jun 20, 2021 · 1 comments · 7 replies
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This seems to be a good feature to handle improperly tiled datasets (the whole point of tiling datasets is to make sure that only a reasonable amount of geometry is selected for rendering at any time).

I think this could be done fairly independently as a post processing pass after the current traversal algorithm (Tileset3D.update) where we would walk the selected tiles top down and remove child tiles when budget is exceeded.

The main wrinkle is that we support multiviewport traversal, so the post processing should be done on each viewport.

If we implement in loaders, we should handle both the point cloud and mesh cases - it should not be much of a difference.

I suppose the post processing…

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