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Feature ID changes from EXT_mesh_features spec updates #10087
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Thanks for the pull request @ptrgags!
Reviewers, don't forget to make sure that:
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@lilleyse the code is now ready for review. Note that I want to make two Sandcastles for testing:
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Looks good! Just a couple comments. I tested picking in the 3D Tiles Next sandcastles as well as pnts, i3dm, and b3dm with enableModelExperimental: true
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@@ -11,6 +11,7 @@ | |||
- Added support for shadows in `ModelExperimental`. [#10077](https://github.com/CesiumGS/cesium/pull/10077) | |||
- Added the ability to load implicit tiling subtree files from JSON. [#10086](https://github.com/CesiumGS/cesium/pull/10086) | |||
- Added support for subtree metadata in tilesets with implicit tiling. [#10093](https://github.com/CesiumGS/cesium/pull/10093) | |||
- Updated Feature ID parsing to match changes to the EXT_mesh_features specification. [#10087](https://github.com/CesiumGS/cesium/pull/10087) |
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@lilleyse just a note, I do plan to clean up this changelog before we merge the staging branch. it'll probably be best to make a list of sub-bullets (like we did when we first introduced 3D Tiles Next) but that'll be easier once everything is in place.
@lilleyse updated! |
This PR targets a staging branch,
feature-id-changes
the
EXT_mesh_features
extension is under some revisions, being split intoEXT_mesh_features
andEXT_structural_metadata
.This PR doesn't cover everything, but it's a start. It includes:
FEATURE_ID_n -> _FEATURE_ID_n
attribute semanticnullFeatureId
andfeatureCount
toModelComponents.FeatureIdXxx
(though these are not yet used for anything)texture
property.Sandcastle for multi-channel Feature IDs -- some of the feature ID textures are a bit contrived, I need to find a better way to check them for correctness. I also need to try picking/styling with the one texture that has null feature IDs.