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Related to #1421
To Confirm / Fix
- Consider adding option so the "optimized" path behaves like the original traversal approach. "loadParents" option, for example.
- Test with a more complex additive tile set
- Fix tile splitting for QuantizedMeshPlugin, ImageOverlaysPlugin
- See TilesRenderer: Add support for "virtual" child traversal to avoid unnecessary memory usage #857
- See QuantizedMesh: skip loading low resolution tiles when camera initialised close to mesh #1344
- "Virtual" or "hasVirtualChildren" can be added to a separate fields which can be used to determine whether tiles should be marked as used until the necessary number of children have been disposed, at least.
- Fix auto-expanding children (QuantizedMeshPlugin, ImageFormatPlugins)
- These do not work since they only expand the children once the tile itself is loaded and disposed of once the internal parents are disposed. That means we can get into an internal oscillation state when the parents are disposed, subsequently disposing of the children, causing that parent to render again.
- Could implicitly add a tile with "unrenderable content" at some given number of layers so they re added / disposed in the same logic as internal tile sets. This won't work for tile splitting, though.
- Expose variable indicating whether the tile set has full coverage or not
- _allChildrenReady may almost be acceptable but it seems to switch to false even when all tiles are rendering.
Migration
- Change "optimizedLoadStrategy" to "true" by default with a deprecation warning first
- Remove previous load strategy option
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