From earth scale to street detail - earth tilling

Hi all, it’s been a while I posted here. I was wondering if in this demo I’m facing webgl float32 lack precision (bjs 4.1)? I’ve read few external topics about Improving precision, not really friendly to understand…

I’m working on a eath tilling, more you zoom, more you get detail. When you’re zooming max you can see the distortion.

Maybe this subject has been treated before ?

live demo ‘key:e’ to change map provider
www.visualiser.fr/earth/index.html

earth scale :

street scale :

anyway, bjs 4.2 congrats !!!

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hey
that look like lowpoly mesh in the zoom area effective your texture

You can try to use the useHighPrecisionMatrix setting when creating the engine in case it would be a precision problem.

unfortunately, this does not make the job, here 2 screenshost with wireframe enable, each tile for demo purpose has a subdivision of 16, so we can see the distortion at high zoom. I see no no difference using options or not, I tried useHighPrecisionMatrix and ‘useHighPrecisionFloats’.

The world is really large you can see tiles creation here (they are normally hidden if zoom!=tileLevel)

I suspect something related to float precision vs ‘double precision’ . https://prideout.net/emulating-double-precision , this guy explain the concept pretty well. But before trying to test and make his solution compatible with my demo, I explore every solution.

I will try to simplify this in a playground

wait for me let test something without world recreation geometry

that can handle recreation problem for large scene we just need calculate the right uv now
https://www.babylonjs-playground.com/#NKSTTN#1

This earth is great, can you share the code to PG?