iTwin / itwin-unreal-plugin

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Tiling Issues - Timeline & Exposed Elements #18

Open VCGP-TIAANJ opened 1 month ago

VCGP-TIAANJ commented 1 month ago

As per the attached image, we are finding that certain elements which are not in the visible period are showing. Yellow rings are being brought in and they are hidden elements in my Synchro Control (Syncrho 4D) project. I have hidden the elements by putting them on a very late task, so they should not be visible at this time in the sequence.

2024-09-12_11h06_59 2024-09-12_11h14_15

GhisBntly commented 1 month ago

Hello, So the elements are visible all throughout the schedule, right from the start and until their actual task period, is that correct? I still have a couple such cases here to investigate, so you could choose to wait for me to fix those first.

Although it would be interesting to have access to the SP file to check what resource(s), resource group(s) and task(s) the Elements are assigned to. In particular, are they shared by multiple resources or resource groups? Another important information, what is the Source Element ID, as shown in the Properties panel of the online iModel viewer when selecting one of the Elements: image

thanks for the feedback,

VCGP-TIAANJ commented 1 month ago

Hi GhisBntly,

Happy to share the SP file to Bentley for review or share the Sycnhro Control access. @charleschandesris, has my email details from meetings we have at Old Oak Common.

The elements are generally flickering and not always showing through the duration of the schedule. The elements have been allocated to a resource and resource group then allocated to made task 15-20 years later to ensure not visible in the schedule.

image

GhisBntly commented 1 week ago

Reflecting back on this report, I think the flickering elements are likely due to new tile LODs being received and taking time to process before the elements are correctly hidden from the animation. In the next version, not yet released, a flag on the Synchro4DSchedule component of the iModel actor will allow you to avoid that: "bMaskTilesUntilFullyAnimated". It is a way to avoid displaying elements before they have been fully processed by the animation. It is set to false by default because it leads to tile-shaped holes in the model when a tile is received but not yet processed (alas the "old" tile being replaced cannot currently be left in place in the meantime to fill it). So whether to use the flag or not is a choice between undesired elements and undesired holes... (!) We have a plan to fix this for good but it will take some time to implement.