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These do not work since they only expand the children once the tile itself is loaded and disposed of once the internal parents are disposed. That means we can get into an internal oscillation state when the parents are disposed, subsequently disposing of the children, causing that parent to render again.
Could implicitly add a tile with "unrenderable content" at some given number of layers so they re added / disposed in the same logic as internal tile sets. This won't work for tile splitting, though.
Could also adjust tiles to expand on "preprocess" or custom "expand virtual" callback and then wait for the tile to load before traversing to or loading children.
Consider more flags
Add a flag indicating whether "full coverage" has been achieved during loading such that there will be no gaps even when moving the camera. A "loadProgress"-esque fields indicating a percentage of coverage filled may be better for initialization.
The priority download / parse queues could be adjusted to prioritize processing tiles that will fill gaps first over loading tiles that already have deeper children (or parents) loaded.
Migration
Change "optimizedLoadStrategy" to "true" by default with a deprecation warning first
Related to #1421
To Confirm / Fix
Test with a more complex additive tile setFix tile splitting for QuantizedMeshPlugin, ImageOverlaysPlugin"Virtual" or "hasVirtualChildren" can be added to a separate fields which can be used to determine whether tiles should be marked as used until the necessary number of children have been disposed, at least.TilesRenderer: Add concept of "virtual" tiles, support additive tile splitting #1498Future
Migration