Hello, buddy, I have implemented an online tool to import the terrain of Bing 3D map into the babylonjs scene. You can customize the tile size, accuracy and range. This tool can help you automatically exclude the watermark part and automatically splice tiles. Welcome to try;
Hello, that’s pretty cool, thanks for sharing. I used the https://elevationapi.com/ so far. I can see you added some game dev friendly parameters which should be helpful.
There is a strange behavior for some parts of the world. I have seen same issue with elevationapi. An example for testing could be Achil island in Ireland. When I map this area the whole model get squeezed vertically. In the elevationAPI only the grayscale height map get squeezed but model is fine. In your case everything get squeezed.
This is usually caused by the selected coordinates being biased towards the two poles of the earth. In fact, I set a square area, but in different areas, I observed that there seemed to be different lengths and widths of rectangles, which should be related to the definition of longitude and latitude. I’m not an expert in geography. Therefore, I can’t explain the specific reason. One possibility is that the area you framed is not squeezed, It’s stretched on the 2D world map
I played a bit more. This squeezed square happens everywhere. Another thing is, can the water contour detection be turned off? It doesnt deal well with lakes, get some weird artifacts…
One way to get around the squeegeeing is to manually adjust the width (I am not sure whats the right ratio but used 2x).
This operation is due to the need to manually calibrate the errors between the conventional map and satellite map of the Bing map API. If there is no water in the selected area, ignore the settings and click OK.
KHR_materials_iridescence.ts:42 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'isEnabled')
at KHR_materials_iridescence.postExportMaterialAdditionalTextures (KHR_materials_iridescence.ts:42:45)
at _Exporter._extensionsPostExportMaterialAdditionalTextures (glTFExporter.ts:257:42)
at glTFMaterialExporter.ts:390:45