Results 54 comments of Nithin Pranesh

@kring and I talked yesterday about a tool to convert glTFs with regular png/jpg images into KTX2 as well. It would be very useful to fully benchmark the performance improvements...

@cevanno No this still has not been implemented in Cesium for Unreal, fyi I think Peter was just suggesting a possible way to implement such an API inspired by CesiumJS....

Thanks for looking into this @gvindiol! Feel free to open a PR for this so we can get it into the September 1st release. Otherwise we might have to come...

We may be able to use the `FEditorViewportClient::IsVisible()` function to check if an editor viewport is closed or not. Similar to my comment left here: https://github.com/CesiumGS/cesium-unreal/issues/801#issuecomment-1138712206.

@bradybr90 That sounds annoying, sorry for the inconvenience there glad you got it fixed! Do you have a stack trace handy for the variation of the crash you ran into?...

Could this be helped by working the water mask into the raster overlay system? Or did we decide not to do that for other reasons?

@nzanepro Is there a drop in frame rate after adding the Cesium tilesets? I am not sure how motion blur is computed, but I wonder if it varies based on...

@getinthedamnbox Oh wow that's interesting I hadn't used MPCs before! For any uniforms that will be constant across all materials users would totally be able to use MPCs. I think...

For reference, this is how the raster overlays are tacked onto the CesiumGltf mesh after it is already created (`CesiumGltfComponent::UpdateRasterOverlays`): https://github.com/CesiumGS/cesium-unreal/blob/9c445821b1a39fbbd2deb2ab8d72918bac6e8dfc/Source/CesiumRuntime/Private/CesiumGltfComponent.cpp#L1754-L1759 One extra step will be needed when doing this...

@kring I think this is ready for review alongside https://github.com/CesiumGS/cesium-native/pull/543! Small changes, but I think it makes the overall visuals of the plugin much smoother. Tried to pick a sensible...