Open PhiKuz opened 3 months ago
Hi @PhiKuz,
If you can point me to those buildings on the map, I'll take a look.
43.646663793270335, -79.38966379403644
The pull was using the "separate buildings" lod
It's not just those buildings, unfortunately, as the "buildings with more details" lod produced this in the same area. These are only examples of the issue, but there are many more on different areas of the tiles.
I managed to capture the problem tile from your first message. It can be downloaded here. Unzip it and import with Blender's built-in glTF importer. Press .
(dot) on the Numpad to bring the imported tile into the view.
I suspect Blender's built-in glTF importer can't import some tiles correctly. I'll create an issue in the glTF repository.
It can be downloaded here.
This tile was imported correctly into the online glTF viewer https://sandbox.babylonjs.com
I created an issue in the glTF importer repository
Great! Thanks. Since it is a gltf import error, does blosm cache the gltf files locally somewhere that I could access them? It would be nice to not have to download all the files again if they are all perfectly valid, and I would try to import them into UE5 since the upcoming version is supposed to support Draco.
Caching of Google 3D Tiles is not allowed according to the section Pre-fetching, caching, or storage of content of the Map Tiles API Policies.
The same problem on a pure terrain. glTF file.
After importing the glTF file into Blender:
After importing the glTF file into https://sandbox.babylonjs.com
The same problem results in a hole on a pure terrain. glTF file.
After importing the glTF file into Blender:
After importing the glTF file into https://sandbox.babylonjs.com
I am consistently getting tiles that look like they are sharing vertex positions with other tiles. Any idea why this is happening?