Comments (4)
Notes
nullFeatureId
represents a null / non existant value
Feature by Texture
- "index" refers to the index of the texture in the "textures" list
- "texCoord" refers to the texture coordinate attribute to use to sample the textures. Internally to the gltf this is stored as
TEXCOORD_#
but three converts this touv#
. - "channels" refers to which channels data should be returned from
- Textures are always unsigned 8 bit
- Note - dedicated feature textures will not be automatically disposed. We'll need to track them separately and dispose as needed.
Feature by Attribute
- attributes will always be scalar and non normalized
- "featureCount" is the number of unique features used
- "attribute" refers to the geometry attribute used for the id
- three.js makes all attributes lowercase, it seems
Feature by Index
- If attribute and texture are non existent ids are assigned per vertex
- QUESTION: Why not per triangle? This means that id values will be interpolated across the face of the triangle?
from 3dtilesrendererjs.
Reading data from a canvas takes around 1-2ms to read but we don't have to deal with disposing texture data from the canvas and it's sync. WebGL texture read would probably also be similarly slow unless async reads are used.
https://jsfiddle.net/ycn46tfq/2/
Multiple textures can be sampled at once by writing them next to each other to cut down on read time
from 3dtilesrendererjs.
We can't use canvas readback due to the inability to disable alpha multiplication (link) which results in losing all data on read. A better solution may be to render and readback from a local webgl instance and immediately discard the texture. Then all image bitmaps can be disposed on tiles renderer disposal.
See gltf variants approach for a similar type of case.
Depending on potential performace impliciations it would be possible to just upload the single pixel that needs to be written. See latest WebGL2 update from here.
from 3dtilesrendererjs.
Updating the WebGLRenderer.copyTextureToTexture
to behave more similarly to the copyTextureToTexture3D
function such that it takes a bounding box to copy in. Must perform benchmarks to demonstrate performance improvements.
from 3dtilesrendererjs.
Related Issues (20)
- there is no BatchTable attribute for PNTS HOT 1
- The issue with testing by Jest HOT 1
- Bug: DOMException: signal is aborted without reason HOT 2
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- src/three/gltf/classes/PropertySetAccessor.js HOT 1
- src/three/gltf/GLTFStructualMetadataExtension.js
- src/three/gltf/classes/StructualMetadata.js
- Cannot assign to "i" because it is a constant HOT 1
- MeshFeatures & StructuralMetadata: Add tests
- MeshFeatures & StructuralMetaData: Add typescript definitions
- Structural Metadata: answer todos
- Move "gltf" folder to "loaders"
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from 3dtilesrendererjs.