Comments (5)
Hey!
So on the loaders.gl side, a tile is not selected unless its content is loaded, and a tile does not mark its content as 'ready' until the external async function (in our case using three js) is done, .
So this error should not appear.
from three-loader-3dtiles.
I see.Thank you for your so quick reply!
By the way,there is another little question :
Here, unloadQueue is used to contain the tiles that need to be unloaded;
And we dispose the tiles in the tilesetUpdate.
In this case,the gltfNode can't be disposed immediately. I wonder why not delete the gltfNode directly when the onTileUnload callback but put it in the next tilesetupdate?
from three-loader-3dtiles.
I found this method to be the most reliable, ensuring that no race condition occurs in which a tile is unloaded while it is still being processed. However, it has been a while since that code was written and it might be that directly disposing the tile would work fine. If you would like to try it and see if it improves performance reliably then I am happy to accept a PR for this.
Thank you!
from three-loader-3dtiles.
Make sense!
And I have tried to dispose gltfNode in the onTileUnload.There is no error about race condition occurs at present.Also ,I don't feel any significant improvement in performance for the time being.
All in all ,I think your approach is reasonable and safer. Thank you for taking the time to guide me!
from three-loader-3dtiles.
OK, great!
Thank you for the feedback.
I will close this issue for now, but feel free to re-open or propose a PR if you mange to get some improvement.
from three-loader-3dtiles.
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from three-loader-3dtiles.