Closed Ylannl closed 3 years ago
Fixed this by overlapping tiles from different tileLevel
, making use of renderOrder
. White tiles are rendered first, then tiles from the old tileLevel
, and lastly new tiles. This means that the most relevant tile is rendered last and thus on top. With depthWrite = false
you prevent artefacts showing up on overlapping geometries. Tiles from old tileLevel
are removed from memory when downloadQueue
is empty.
This occurs especially when zooming in and out.
Inspiration: https://stackoverflow.com/questions/12666570/how-to-change-the-zorder-of-object-with-threejs