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While working on #9725, I observed that it would be nice if the (level, x, y, [z]) coordinates from the 3DTILES_implicit_tiling
implementation were available in custom shaders.
This should be easy to implement, if the ModelExperimental
has a pointer to tile.implicitTileCoordinates
, I think this would be implemented by creating an automatic uniform ivec4
with value ivec4(level, x, y, z)
. Actually... ivec4(x, y, z, level)
would be better, then coordinates.x == x
, and so on.
Based on the existing limitations with index sizes, the x, y, and z components are under 16 bits, so they could fit in either an ivec4
or vec4
@lilleyse @sanjeetsuhag any opinion on which data type to use for this?