-
Notifications
You must be signed in to change notification settings - Fork 297
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add documentation for 3D Tiles integration into Cesium for Unreal #1601
Conversation
For symmetry with LoadedTextureResult, which is public.
* Physics meshes are generated, if required. | ||
* Mesh vertex and index data for each `MeshPrimitive` are copied into an instance of Unreal's `FStaticMeshRenderData`. | ||
* An `FCesiumTextureResource` is created for each texture. This class is derived from Unreal's `FTextureResource` and is Unreal's low-level, render-thread representation of a texture. | ||
* Feature IDs and metadata that are made available to a material via the [UCesiumEncodedMetadataComponent](\ref UCesiumEncodedMetadataComponent) are turned into additional textures. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This link fails to resolve because it's not named UCesiumEncodedMetadataComponent
anymore - it's UDEPRECATED_CesiumEncodedMetadataComponent
. I believe UCesiumFeaturesMetadataComponent
is what we're using now instead, but @j9liu would know better than me.
Besides the one comment, it's looking good. I made a couple of copy edits but nothing major. Feel free to merge this once that comment is resolved! |
Thanks @azrogers! It turned out
However, this works fine:
So I changed a bunch of occurrences of this, and now a handful of types that were missing are showing up. Not sure if there's any way to make Doxygen report problems like this, rather than silently excluding the type. I couldn't find a way with a brief look. |
Fixes #1542
It basically explains how the Cesium Native integration points for 3D Tiles rendering are implemented in Unreal Engine.
As always, there's probably a lot more that can be said here, but I think this hits the most important points.
This PR also has some light refactoring, because sometimes it's easier to fix weird things than to describe them:
UnrealResourcePreparer
out ofCesium3DTileset.cpp
and into its own source files. Also renamed it toUnrealPrepareRendererResources
to match the interface name.LoadModelResult
and other similar types toLoadedModelResult
. This is to matchLoadedTextureResult
, which is the only one among this family that is public.FCesiumUseExistingTextureResource
into two classes, the other calledFCesiumPreCreatedRHITextureResource
. Previously this class had two constructors that were used in two entirely different ways, for no really good reason.