Comments (1)
For a "v1" globe, we have a couple of options:
- Create / acquire a 3D Tiles tileset with integrated textures from e.g. Sentinel 2. We'll need to do some work on camera control and possibly precision management, but the selection / loading / rendering side should already be pretty much done. Main downside is that the resolution will be very limited compared to CesiumJS with Cesium World Terrain and Bing Maps imagery, making it harder to differentiate ourselves from other globe-in-Unreal offerings out there.
- Implement an equivalent of CesiumJS's terrain/imagery rendering system, but within the context of 3D Tiles. So that means the ability to map raster images to terrain tiles, and to continue to refine imagery even after the geometry detail is exceeded.
If we do 2, we'd likely use it to display Cesium World Terrain and Bing Maps aerial imagery. But the next question is, do we interface with CWT+Bing in their current form, or do we target a "3D Tiles Next" version of CWT?
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Related Issues (20)
- Quest 2/Android build: Unable to parse EXT_structural_metadata extension (or perhaps any extension?) HOT 5
- about RasterOverlayComponent's MaterialLayerKey :OverlayN HOT 2
- Customize material for change default texture (flashes white blicking) HOT 2
- Was WMTS removed in 2.4.0? HOT 1
- White pixel flickering artifacts with "DitherFade" material layer HOT 3
- Keyboard input - Can't move forward and up at the same time
- All terrain tiles render black when running natively on Quest headsets HOT 8
- Add support for 3D Tiles Styling Language HOT 2
- Add compile support for Unreal Engine 5.4 HOT 13
- The flow level already has a Georeference, but GetDefault Georeference will still generate a Georeference in the main level, which should not be HOT 1
- Collision mesh doesn't get culled at low LODs HOT 3
- Windows -> Linux cross compile fails (lld is not built with zlib support) HOT 1
- Add CI support for Unreal Engine 5.4 HOT 1
- UE 5.4 spams "LogHttp: Warning: Reached threaded request limit (20)" warnings to the console
- Dynamic pawn speed control broken in UE 5.4 (at least) HOT 2
- Collision / tracing / picking not working in UE 5.4 HOT 1
- Plugin artifacts for UE 5.4 are huge (too many objects files) HOT 3
- Delete CesiumCreditSystemBP0 In a specific way will cause the editor crash!!
- Samples project's CesiumIonSaaS.uasset was saved with UE 5.2
- Issues with remote desktop / pixel streaming
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