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Multiple Viewports #5214
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We have an overlay pass. Do we want to execute those on the entire canvas or each viewport? It's only used for the shadow map debug views and Where do we put the credits by default? |
CC #3001 |
Having different scene modes will be possible with the first option. Would it be possible with the second? Are we maintaining backwards compatibility? It would be difficult with the first option, probably easy for the second option. |
All of the widgets created by |
What is the current progress? |
@yoyomule there is initial work in the viewports branch; however, it requires pretty significant changes to the core rendering engine so we couldn't justify the effort at the time. We'll revisit, but the timeline is TBA. You are welcome to pick up this work sooner if you are interested, see CONTRIBUTING.md. |
Requested on the forum: https://groups.google.com/forum/#!topic/cesium-dev/vNyg1-fVvfw |
Partial support added in #6958. |
Requested again on the forum: https://groups.google.com/d/msg/cesium-dev/SUqz4UGrSMA/F-l1ZuRTBwAJ
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What is the current progress? |
Here's a use case on the forum where a user would like to use one DataSourceCollection (i.e. list of entities) across multple views: https://community.cesium.com/t/shareddatasources/35455/3 |
Allow for multiple viewports/camera views in a single canvas.
SceneManager
containing multipleScene
sSceneManager
contains all non-view dependent primitives.Scene
contains a copy of view dependent primitives.Globe
Scene
with a list ofViewport
s that contain a camera and viewport rectangle.The first option is more flexible but more complex. The second option is simpler but has a couple of constraints.
PrimitiveCollection
.ScreenSpaceCameraController
needs to know which viewport the input originated in.div
s. Potentially expensive.The text was updated successfully, but these errors were encountered: