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Spec and implement improved UI/UX for refreshing and reloading tilesets and raster overlays #676

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corybarr opened this issue Feb 12, 2024 · 2 comments
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@corybarr
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Currently, some edits to raster overlays, cartographic polygons, etc, can result in a cascade of overloads. Starting from a product level, we should revisit the UX/UI with an eye out for the following:

  • Avoiding tileset reloads
  • Avoiding unused data request to external data sources
  • If and when a user should request tileset and raster-overlay refreshes
  • Potential debouncing techniques

Cesium for Unreal currently has some different approaches than Cesium for Omniverse. Listing these differences and deciding if they should be adopted provides a starting point.

@lilleyse
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One idea for cutting down on tileset reloads is to hardcode a maximum number of raster overlays per tile so that the material doesn't need to be recreated each time a new raster overlay is added or removed.

@corybarr
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I also wonder how feasible it is to add the visibility-toggle eye icon that USD prims have for each raster overlay. Changes to non-visible raster overlays could be batched until visible. Aside from being a way to disable reload, it also might make data exploration like comparison between raster-overlay datasets easier.

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