Open bagnell opened 7 years ago
We have an overlay pass. Do we want to execute those on the entire canvas or each viewport? It's only used for the shadow map debug views and ViewportQuad
which isn't used anywhere. Can we remove it?
Where do we put the credits by default?
CC #3001
Having different scene modes will be possible with the first option. Would it be possible with the second?
Are we maintaining backwards compatibility? It would be difficult with the first option, probably easy for the second option.
All of the widgets created by Viewer
are constructed with a Scene
. Which viewport should they use? If there is more than one viewport, should we disable them by default? Should we require explicit creation with a scene/viewport reference?
What is the current progress?
@yoyomule there is initial work in the viewports branch; however, it requires pretty significant changes to the core rendering engine so we couldn't justify the effort at the time. We'll revisit, but the timeline is TBA. You are welcome to pick up this work sooner if you are interested, see CONTRIBUTING.md.
Requested on the forum: https://groups.google.com/forum/#!topic/cesium-dev/vNyg1-fVvfw
Partial support added in #6958.
Requested again on the forum: https://groups.google.com/d/msg/cesium-dev/SUqz4UGrSMA/F-l1ZuRTBwAJ
There is a common need for monitoring system: Users want to see more then one screen at the same time and each screen show a map in 3D or 2D and display diffrent images. For example,the first shows satellite images in 3D ,the second shows road map in 2D, ..... They expect the multiple screens show the same data and synchronized. The data maybe come from server or mouse ploting.
What is the current progress? Is there no follow-up to this question?
Allow for multiple viewports/camera views in a single canvas.
SceneManager
containing multipleScene
sSceneManager
contains all non-view dependent primitives.Scene
contains a copy of view dependent primitives.Globe
Scene
with a list ofViewport
s that contain a camera and viewport rectangle.The first option is more flexible but more complex. The second option is simpler but has a couple of constraints.
PrimitiveCollection
.ScreenSpaceCameraController
needs to know which viewport the input originated in.div
s. Potentially expensive.