3d tile traversal fix - #13710
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Thank you for the pull request, @mzschwartz5! ✅ We can confirm we have a CLA on file for you. |
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| // Vector tilesets opt into relaxed empty-tile refinement so empty regions reached | ||
| // through implicit or external placeholders do not block their content siblings. | ||
| // Note: it's likely we don't need to limit this behavior to vector tilesets. However, | ||
| // we are being cautious of breaking changes to existing tilesets. | ||
| const isVectorTileset = root.tileset.hasExtension( | ||
| "3DTILES_content_gltf_vector", | ||
| ); |
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We'll want to confirm and likely extend this behavior to all 3D Tiles 2.0 tilesets, when we have them. Could you open a dedicated issue?
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| // For vector tilesets only unloaded renderable content blocks refinement, so an empty | ||
| // tile at its resolved level of detail does not hold back its content siblings, | ||
| // including across implicit or external placeholders. All other tilesets keep the | ||
| // original behavior of blocking whenever traversal stops without content available. |
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IIUC, this is "unconditional refinement" as described in https://github.com/CesiumGS/glTF/tree/3d-tiles-2.0/extensions/2.1/Vendor/3DTILES_tileset#unconditional-refinement. Maybe we should link to this directly for context.
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@xuanhuang1 Could you please confirm the behavior in this branch addresses your needs from #13686? |
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Description
See linked issue. tl;dr - this bug fixes a niche edge case in tile traversal that manifests most obviously in vector-data tilesets.
Issue number and link
#13686
Testing plan
Use the vector data sandcastle linked from the issue
Tileset + traversal specs (with WebGL stub): 15362 passed, 0 failed, 73 skipped.
Author checklist
CONTRIBUTORS.mdCHANGES.mdwith a short summary of my changeAI acknowledgment
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