Open JackD83 opened 3 weeks ago
Hi @JackD83,
The change log mentions a change in the handling of empty and non-empty tiles, but I'm not sure if that could be the problem.
This is possible. Here's the exact change that was made. This change was made to prevent similar behavior in a different tileset. I wonder if we need to balance the previous behavior with the new behavior based on whether the the tilseet is using implicit tiling or not. @lilleyse Do you have any thoughts?
I see you mention you are using a third-party tiling process. Is it one you have access to, or no?
I see you mention you are using a third-party tiling process. Is it one you have access to, or no?
Unfortunately no. I believe the tileset was created with a very old version of the Bentley software and even converted to Gltf 2.0 at one point
I'm curious how it looks in Cesium for Unreal or Cesium for Unity. That would help us confirm whether it's a CesiumJS bug or some issue with the tileset that CesiumJS was previously working around.
If it looks correct there, then I would start by looking at edge cases like https://github.com/CesiumGS/cesium/pull/11843#discussion_r1500739206.
What happened?
I have a custom 3DTileset that was created with a third party software that is not properly loading/displaying.
Since v1.115 the tileset looks likes this:
Looking at the network tab, the higher quality tiles are loaded, but not displayed.
Setting skipLevelOfDetail: true for the tileset fixes the error, but has negative side effects (https://github.com/CesiumGS/cesium/issues/7903)
Unfortunately, I can not share the full tileset. Any idea what cold cause such behavior change? The change log mentions a change in the handling of empty and non-empty tiles, but I'm not sure if that could be the problem.
tileset.json
Reproduction steps
load faulty tileset with cesium v.1.115
Sandcastle example
No response
Environment
Browser: any CesiumJS Version: 1.115 and up Operating System: any