It would be amazing if you add that showcase to Sandcastle.
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Code examples on how to use Cesium on different JavaScript frameworks would be awesome!
It's frustrating how ground clamping is inconsistently implemented amongst all the basic geometry types, and this'll really help with things like ol-cesium, and projects using that.
support for local/multiple terrains. I mean support for precise local DTM(s) over a more global one like the STK terrain
Mechanism allowing to clamp 3DBM tiles to the ground. Currently coordinates in 3DBM/GLTB/GLTF files are absolute ECEF 3D coordinates
Redesign the Texture atlas so image updates reuse the same space in the texture atlas. This fix is very important for tactical applications.
Better handling of the Gimbal lock. I checked in the World Wind Java map and there is no issue.
Hi all,We would love input from everyone on what Cesium features, bug fixes, doc improvements, etc. are most important to you. Please reply with any and all feedback. Even a simple +1 for a particular feature is valuable.
I'm pretty confidence we will see the following features in 2018 since someone is already working on them or has kindly committed to work on them:
- Entity z-ordering, #4108
Other potentials for 2018 and beyond include:
- 3D Tiles. What specifically?
- glTF. Draco mesh compression, keeping up with new extensions, etc.
- VR / AR / MR. What specifically?
- TypeScript definitions. Volunteers? :)
- ES6 modules
- Integration with three.js/BabylonJS/A-Frame. What are your use cases?
- KML improvements and bug fixes. What specifically?
- Doc and code example improvements. What specifically?
- Commercial tools for 3D content and 3D tiling from the Cesium team through cesium.com
All input is valuable and deeply appreciated so please chime in!
Hi,
We would greatly benefit from:
- subsurface views
- support for textured ground primitives
- polyline on terrain
- 3D VectorTiles
Best,
Ben
Hi , Gabby.
Thank you for your information and news
I will try STK and look forward the in coming tool for Cesium 3d tile .
Willy Wang
Director/ Sr. GIS Planner
GIS Technology Center
Supergeo
5F., No. 71, Zhouzi St., Neihu District, Taipei City, Taiwan.
Tel: +886-2-2659-1899 # 333
Fax: +886-2-2659-0612
Monday–Friday, 08:30 to 18:00 (GMT+8)
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My bigger goal is to be able to visualize timestamped Viewshed analyses in 3d. The only way I have been able to do this is to vectorize positive values of each analysis and merge them into a 2D layer in an arcGIS Pro scene. Unfortunately the vector data is still too large for displaying in any online globe I have ever tried... even after aggressively simplifying it. Cesium seems like the answer, but I am still lost when it comes to optimizing and draping the data onnthe terrain.
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- Polylines on terrain and textured polygons on terrain, #2172
The use case was just basic HMD support, I don't think he needed controllers or anything. I think NICTA just needs a few bug fixes to work since it looks like WebVR changed some of the calls a bit but it was going to take more time than I had
const {terrainLayers} = scene;
const globalTerrainProvider = new Cesium.CesiumTerrainProvider({
url : "/path/to/worldwide/medium-res/terrain"
});
const localizedTerrainProvider = new Cesium.CesiumTerrainProvider({
url : "/path/to/localized/high-res/terrain"
});
terrainLayers.add(globalTerrainProvider);
terrainLayers.add(localizedTerrainProvider);
Hi all,We would love input from everyone on what Cesium features, bug fixes, doc improvements, etc. are most important to you. Please reply with any and all feedback. Even a simple +1 for a particular feature is valuable.
I'm pretty confidence we will see the following features in 2018 since someone is already working on them or has kindly committed to work on them:
- Polylines on terrain and textured polygons on terrain, #2172
- Entity z-ordering, #4108
Other potentials for 2018 and beyond include:
- 3D Tiles. What specifically?
- glTF. Draco mesh compression, keeping up with new extensions, etc.
- VR / AR / MR. What specifically?
- TypeScript definitions. Volunteers? :)
- ES6 modules
- Integration with three.js/BabylonJS/A-Frame. What are your use cases?
- KML improvements and bug fixes. What specifically?
- Doc and code example improvements. What specifically?
- Commercial tools for 3D content and 3D tiling from the Cesium team through cesium.com
All input is valuable and deeply appreciated so please chime in!
It would be nice to have a full chain of open source tools for 3D content and 3D tiling.
I've personally worked through from DAE-embeded KMZ all the way to 3DBM files. Currently what's missing is the batch id part for 3D Tiles so it's difficult to go further creating an interactive 3-D cityscape. A tool that generates basic 3D Tiles structure with logical batch id codes from glTF/glb files would be great if that sounds practical.
BTW, I havn't heard of the progress of 3D Tiles as a community standard in OGC for a while. Would be glad to hear about where it is so far.
Doc and code example improvements:
For API docs, a single page with function-categorized index followed by all the API references maybe? Something like what's provided by Leaflet.js would be great.
Go Cesium Team!
draw the CZML-Path (Time-series) with the option to "CLAMPTOGROUND" directly
Build a map pin with Maki+some alphabet
Styling the roof of 3DTile city model
Is it possible to Clamp 3DTile the terrain
For me this would really be an incredible achievement.
Best,
Roberto
built-in measuring tools: length (including "real" length including with the terrain), surface area and volume (over and below a plane)
visualizing underground features (such as pipes)
Using a global terrain provider and a local terrain provider. For instance, using a MNT/MNE that you have on a specific area, as stated in other post in this threads
viewshed / field of view analysis
more tutorials on how to have textured 3D buildings displayed in Cesium
Video recording of a scene animation (fly-to, stops, etc.)
import/export in standard formats (3DS, Collada, KMZ, CityGML, etc.)
My suggestion is related with the website of Cesium and not with the library. It would be great if the sample code on the tutorials could be copied to the clipboard. I have seen in many websites with tutorials that they have a small button on the top right corner of the snippet and allows you to copy the code in your clipboard.
Thanks
- More realistic atmospheric scattering and fog a la https://blogs.unity3d.com/2015/05/28/atmospheric-scattering-in-the-blacksmith/
- A better gtTF with custom shader generation pipeline. Right now we have to paste our shaders (base64 encoded) into the glTF after it is converted. But doing so makes the models unpickable because Cesium does some string replacing code to add a picking mode to the shader, which is not compatible with our custom shader. Using czm_ automatic uniforms should be easy in this pipeline.
- It would help alot if the multiple frustum rendering process could be reduced to only one frustum. Having multiple frustums makes many standard rendering techniques impossible. We would like Cesium to get more AAA rendering quality. Implementing our own shaders seems like the fastest path, which would be eased tremendously by having only a single frustum. But another path to AAA rendering is also an option, like the mentioned three.js (or other) integration.
More realistic atmospheric scattering and fog a la https://blogs.unity3d.com/2015/05/28/atmospheric-scattering-in-the-blacksmith/
A better gtTF with custom shader generation pipeline. Right now we have to paste our shaders (base64 encoded) into the glTF after it is converted. But doing so makes the models unpickable because Cesium does some string replacing code to add a picking mode to the shader, which is not compatible with our custom shader. Using czm_ automatic uniforms should be easy in this pipeline.
It would help alot if the multiple frustum rendering process could be reduced to only one frustum. Having multiple frustums makes many standard rendering techniques impossible. We would like Cesium to get more AAA rendering quality. Implementing our own shaders seems like the fastest path, which would be eased tremendously by having only a single frustum. But another path to AAA rendering is also an option, like the mentioned three.js (or other) integration.
Is there a possibility to see in Cesium the "measure" tools ?
For measuring size, area or even volume. It's could be very usefull with scalable model or even georeferenced model.
Greetings,
Yohann
Thanks for the answer! I was looking the description of cesium ion when you answer me (I was too slow to erase the message). Does the basic analytical measurement (like distance and area)tools will be in the free Ion service? Or it will be in the Ion+ account?
Yohann
What i mean by waterflood (or flood) is something like this link (look at 7min 45sec) https://www.youtube.com/watch?v=DkBS0H8MyM8 .
It's a simulation done in arcgis. The idea would be to do this on cesium (now that the terrain is available). If we take in account the size of the tileset and the terrain, can make a simulation of water on a site?
For the autonomous car, what i was thinking was just to put car inside the model to simulate road activity on a tileset.
Greetings,
Yohann
Do i need to erase the previous message?
Yohann
I saw that Cesium Ion was released! Congratulation!
I'm looking for the measurement tools (as we discuss before) on the new version of cesium but i can't found it.
Can you help me please? Have i miss it? Thanks.
Yohann