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Initially discussed on the forum here: https://community.cesium.com/t/bounding-sphere-for-polygons-ellipses-on-ground-incorrectly-computed/10662. The summary is that the camera can't always fly to entities clamped to the ground as expected because entities are clamped in the shader, so there isn't a specific "position on the ground" they can be found at (an entity may in fact be half on a cliff wall and half on the ground).
This is a common need and rather difficult to work around on the application side, @lilleyse recommended opening to discuss potential ways to improve this on the CesiumJS side.
Here's a Sandcastle showing the workaround I ended up doing in a client application.
Flying directly to the polygon, you can't see it because the min/max difference in terrain height in this area is very large
One idea is to get a better bounding volume by using ApproximateTerrainHeights. However this won't necessarily work well if the ground primitive is on top of 3D Tiles.
Initially discussed on the forum here: https://community.cesium.com/t/bounding-sphere-for-polygons-ellipses-on-ground-incorrectly-computed/10662. The summary is that the camera can't always fly to entities clamped to the ground as expected because entities are clamped in the shader, so there isn't a specific "position on the ground" they can be found at (an entity may in fact be half on a cliff wall and half on the ground).
This is a common need and rather difficult to work around on the application side, @lilleyse recommended opening to discuss potential ways to improve this on the CesiumJS side.
Here's a Sandcastle showing the workaround I ended up doing in a client application.
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