New: Large World Rendering! (experimental)

Does the useFloatingOrigin work with vertices of lineMeshes or do I still need to update them manually to the camera origin?

hi @SkySaac welcome to the forum! lineMeshes use the same world/viewProjection matrices that are offset in floatingoriginmode so the feature should work without any updates on your end. if you are seeing different behavior please do share a playground link and I can investigate :slight_smile:

Wanted to chime in and say thanks for this post, and to the developers who made it. It has allowed my world-space cesium project to advance, and not look like lumpy shaking blobs. :slight_smile:

I’d like to use this thread to ask whether you expect floating origin to impact deterministic multiplayer sync, particularly in cases where different clients may recenter on different frames. Is the calculation semi-unique per client/engine?

Also, here is a PoC that uses the useLargeWorldRenderingfeature.

The demo I posted is of the moon, but this works with google 3d photorealistic tilesets and the view is pretty amazing! Reach out to me for that demo, because its got a strict quota on it.

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