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Add i3s parser and example #499

Merged
merged 6 commits into from
Nov 14, 2019
Merged

Add i3s parser and example #499

merged 6 commits into from
Nov 14, 2019

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xintongxia
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@xintongxia xintongxia commented Oct 12, 2019

// steps to start the application
yarn bootstrap // or npm run bootstrap, only need do once

cd examples/i3s/deck.gl
yarn 
yarn start-local

Screen Shot 2019-11-04 at 9 13 25 AM

Screen Shot 2019-10-25 at 5 26 34 PM

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coveralls commented Oct 12, 2019

Coverage Status

Coverage decreased (-2.5%) to 53.438% when pulling 67c1698 on xx/i3s into 7cbfdab on master.

@@ -0,0 +1,19 @@
{
"license": "MIT",
"description": "Minimal example of using loaders.gl with Cesium.",
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Fix description

@xintongxia xintongxia changed the title Add i3s example - unzip slpk file Add i3s example - unzip slpk file and parse geometries Oct 28, 2019
Xintong Xia added 3 commits October 30, 2019 09:43
Update description

[WIP] for i3s debugging

Move to i3s modules

remove debugging code

clean up

xx/i3s
@xintongxia xintongxia changed the title Add i3s example - unzip slpk file and parse geometries Add i3s parser and example Nov 4, 2019
@xintongxia
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@Tamrat-B

I updated with your code changes plus some fixes.

Performance is improved and the LoD looks correct to me.

Next work:

  • zoom in and zoom out for a couple of times, the tiles do not update as expected, parts of tiles are missing.
  • Should enable caching for tiles and invalidate based on tile priority

We can sync up if you have time. I'll continue to debug the issues.

@xintongxia xintongxia merged commit 4e466e0 into master Nov 14, 2019
@xintongxia xintongxia deleted the xx/i3s branch November 14, 2019 20:03
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@xintongxia sounds good! I'm traveling the next few days but we can find time to sync up early next week. I'll ping you. The prioritization list looks good too. One that might be good to add to the list would be compressed texture support - as you can see after few minutes of usage mem usage just keeps on growing and results in a crash (perhaps might be good also to visit the tile unloading strategy ?); Using compressed textures should dramatically reduce mem consumption. I also think it will be good to introduce an LOD bias control (fudge factor) to the Lod selection criteria - to allow us to experiment different LOD quality settings - i can send you changes for that as well.

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4 participants