Closed ebeaufay closed 1 year ago
For future reference, the Frustum is calculated based on the camera's projectionMatrix and matrixWorldInverse
if you modify camera parameters, calling camera#updateProjectionMatrix is not sufficient because the matrixWorldInverse is not re-calculated.
you can either make sure that the OGC3DTile#update is called in the render loop, before the camera params are updated or you can re-calculate the camera's matrixWorldInverse manually when changing the camera parameters
Flickering issue when using a false orthographic view where a perspective camera is used with a very small field of view and dynamic near-far planes
FOV 0.32°
the threejs view is overlayed on a mapBox canvas
https://youtu.be/wAx7-Fz4Fx0