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Add support for RasterizedPolygonsTileExcluder #64

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mwilsnd opened this issue Oct 14, 2022 · 5 comments
Closed

Add support for RasterizedPolygonsTileExcluder #64

mwilsnd opened this issue Oct 14, 2022 · 5 comments
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enhancement New feature or request

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@mwilsnd
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mwilsnd commented Oct 14, 2022

Currently tile exclusion is not exposed to C#. Support for RasterizedPolygonsOverlay/RasterizedPolygonsTileExcluder enables extra optimizations for developers creating more confined game levels or AR experiences. Going the extra mile, support for C# implementations of ITileExcluder and the ability to provide these to TilesetOptions::excluders would provide maximum flexibility for custom culling logic without having to leave the C# environment.

@j9liu
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j9liu commented Apr 3, 2023

For the record, support for ITileExcluder implementations was added with #248, but we still don't support RasterizedPolygonsTileExcluder itself.

@j9liu j9liu added the enhancement New feature or request label Apr 3, 2023
@XinDongDeXin
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Has this problem been solved now?

@XinDongDeXin
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Maps load until the system crashes, and it would be nice if there was a way to limit the load range.

@kring
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kring commented Jul 24, 2023

j9liu's comment above still represents the current state. The feature described in #248 should work pretty well for the use-case of limiting range.

But if normal map loading is leading to a system crash (out of memory?), then something is almost certainly wrong either with your settings or your tileset. Perhaps you've set the Maximum Screen Space Error too low? Or your tileset has too many tiles at even a low level of detail? Or the Maximum Cache Bytes is set too high for the available system memory? Keep in mind that the value represents the size of the tiles coming over the network; they can actually be significantly larger once resident in memory. Set it to 0 and see if the crash goes away.

@j9liu
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j9liu commented Apr 23, 2024

This should have been closed by #407 , closing now.

@j9liu j9liu closed this as completed Apr 23, 2024
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