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Add tile loading events for Voxels #12430
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3a4f140
add tile load and unload events
lukemckinstry f36ad9c
add load progress event
lukemckinstry ceaf56c
add all tiles loaded and initial tiles loaded events
lukemckinstry bfe4c11
add tile failed event
lukemckinstry fcd9a9c
add tile visible event
lukemckinstry 61f4771
reorganize post passes function
lukemckinstry 335414d
add spec for initial and all tiles loaded
lukemckinstry 156d050
add spec for tile load and load progress events
lukemckinstry 3c79fad
add tile failed spec
lukemckinstry 5f9a85a
update changelog
lukemckinstry 2b38dbb
add tile visible to specs
lukemckinstry f589fb0
fixup docs
lukemckinstry f0c0149
doc updates from pr feedback
lukemckinstry f3149a3
Merge branch 'main' into issue-12297-voxel-stats
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This may be a question beyond the scope of this PR, but when a provider returns
undefined
instead of a promise, is that actually a failure state? Typically whenundefined
is returned from a function like this, it signals that the request couldn't be scheduled this frame and will be tried again next frame.CC @jjhembd
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For both
Cesium3DTilesVoxelProvider
and the procedural providers in the Sandcastles, anundefined
return happened when the tile didn't exist. I agree that this is not really expected behavior.In #12432 I changed the providers to return a rejected Promise if the tile doesn't exist.
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I added a few comments in #12432 that mentioned
undefined
may still be a valid return value that needs to be accounted for. But, yes, it should never be a failure state.There was a problem hiding this comment.
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This change here as described above
cesium/packages/engine/Source/Scene/VoxelTraversal.js
Line 429 in 41dbe65
This simplifies the logic on whether to raise the tileLoad or tileFailed event
Something like this at the end of the
loadTileSuccess
would be all that is needed.