Comments (1)
If you have a high-DPI screen, Cesium for Unreal uses a lower effective resolution for tile selection on Windows only. This is similar to how CesiumJS works, except CesiumJS does it on all platforms because browsers make that easy, while Unreal does not. There's an option to control this per-tileset and also globally in the project settings.
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Related Issues (20)
- Clear pixelData in glTF images after creating FabricTextures HOT 1
- Extend video-capture tools to render each frame after all 3D Tiles have loaded HOT 2
- Add settings for screen-space error, max texture size, etc to raster overlays HOT 1
- Spec and implement improved UI/UX for refreshing and reloading tilesets and raster overlays HOT 2
- Adding quick add asset should open stage tab
- If a raster overlay is deleted, remove it from the tileset's rels
- Errors when deleting sole ion server
- Terrain clamping support
- Instancing support HOT 1
- Clamp numerical properties on USD prims to valid values
- Add TileMapServicerRasterOverlay support HOT 1
- Automatically create globe anchor for georeferenced tileset
- Update default settings for tilesets to improve performance
- ion authentication fails for packaged build HOT 8
- Separate UI and core functionality into separate extensions
- Use as Terrain Tileset Base Layer button missing
- ion server tilesets running without OAuth / no token fail to load
- Using an invalid ion Asset ID with self hosted & no Oauth causes a crash
- Main Cesium UI is missing scrollbar
- Hang on startup when extension is used in an Kit-app-template "Fat Package" HOT 1
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