Closed wonder-sk closed 3 years ago
Currently we use fixed depth to traverse the octree for 2D rendering - but we should figure out how deep in octree hierarchy we need to go - see QgsPointCloudIndex::nodeError() - already used in 3D rendering.
Currently we use fixed depth to traverse the octree for 2D rendering - but we should figure out how deep in octree hierarchy we need to go - see QgsPointCloudIndex::nodeError() - already used in 3D rendering.