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All maps are currently loaded with the same number of vertices, need to implement a system of reducing the vertices while still maintaining proper connection to neighbors.
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Creates a system that will decimate the model mesh in real time on the fly and create lower level LODs according to pixel area.
Links:
https://wiki.jmonkeyengine.org/doku.php/jme3:advanced:level…
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Hello,
Can the LOD be adjusted to render all the tiles in the viewport?
The tiles rendered every time the camera updates seem to be only the 4 in the center.
Thanks
![image](https://user-im…
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Not a real issue, but imho it would be nice and really easy to condense the:
- [SAAAfarVIEWmod](https://drive.google.com/file/d/124g6NeSmwWp4lrki809kScsKKxP9AW8H/view)
- [Max Lod mod](https://www.…
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**Is your feature request related to a problem? Please describe.**
It's rather difficult to consider having any kind of in-game AI when you're unable to _pathfind_ with it, a basic, even if rudimenta…
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利用pdserving 部署ppshitu , 启动服务正常,请求服务时报错如下:
![image](https://github.com/PaddlePaddle/PaddleClas/assets/35327931/09d0c74b-4d58-4ece-88e5-5b83014d7c4d)
查看日志中报错信息如下:
![image](https://github.com/Paddle…
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http://hdl.handle.net/20.500.11752/ILC-66
- [ ] Missing licence in repo entry (though specified as Open Data Commons Attribution License on the project Github page)
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**Describe the bug**
For example BC2 has a texel block size of 4x4, however it seems that BGFX and BIMG are trying to produce mipmaps for this format all the way until 1x1. This gets detected by the …
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目前3dtiles的LOD渲染逻辑存在bug,如果叶子节点在父亲节点后面,叶子节点不会被父亲节点遮住,而是仍然会被绘制,形成视觉上的bug