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TODO #18

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malytomas opened this issue Mar 18, 2021 · 3 comments
Open

TODO #18

malytomas opened this issue Mar 18, 2021 · 3 comments

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@malytomas
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I will use this issue to track my ideas and plans I want to implement in the vts browser (and its game engine integrations).
The points here are not in any particular order.
Note that this is not a promise, it may or may not be implemented, and there is no particular roadmap for it.

  • change the API between the browser and renderer libraries such that meshes and textures are transferred together, bundled in gltf format.
  • merge as many as possible resources in a single tile together to reduce the need for multipass rendering, reduce transparency issues, and reduce number of draw calls
  • automatic batching of multiple tiles together to further reduce number of draw calls
  • remove the need for custom shaders - instead use the materials provided in gltf (with the diffuse-only/unlit material extensions)
    • with an exception for using our atmosphere shaders
  • asynchronous camera updates - move culling, tile and lod selection, etc. into separate thread - navigation only remains in the main thread - therefore significantly reducing the time needed every frame
  • provide world matrices (in double precision) for every tile/batch together with the gltf - this should simplify its usage in eg. collision detection
@OgreTransporter
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My suggestion: It would be nice if the build process would work without symbolic links. Under Windows, you need admin rights for this - which you don't necessarily have in a university or company network.

@vaclavblazek
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We use symlinks, so no way.

@malytomas
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My suggestion: It would be nice if the build process would work without symbolic links. Under Windows, you need admin rights for this - which you don't necessarily have in a university or company network.

settings -> update &security -> for developers -> enable developer mode. then restart. enable symlinks in git. and viola, admin rights are not required.

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3 participants