[geo-layers] Split TerrainLayer mesh and texture max zooms#10296
[geo-layers] Split TerrainLayer mesh and texture max zooms#10296charlieforward9 wants to merge 1 commit into
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felixpalmer
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Can you justify why this change is needed? It seems a lot of extra complexity and I'm not sure what issue it is solving
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cc @felixpalmer, quick field note from trying this in NEW HEAT. What we need is What we tried was Adding a stitch cap makes the layer safe again, but it means the texture never reaches the top imagery resolution. Moving imagery into a separate draped raster layer avoids the request explosion, but then quality depends on the terrain-cover render target and looks under-resolved during interaction. So the ask is: is there a TerrainLayer-native path where mesh and texture zoom can diverge substantially, without stitching every high-zoom child into one mesh texture and without losing interactive texture fidelity? |
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Could you use a standard |

Summary
Adds separate TerrainLayer controls for terrain mesh zoom and imagery texture zoom.
meshMaxZoomcontrols the TileLayer mesh zoom.textureMaxZoomcontrols the imagery zoom, and if unset it falls back to the existingmaxZoomprop. There is no separate texture zoom delta prop.Validation
npx vitest run --project headless test/modules/geo-layers/terrain-layer.spec.tsStacked on #10293.