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Messages - MR

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1
Support / Re: Coordinates not accurate to OSM?
« on: March 02, 2020, 11:32:04 AM »
Kronnect,

I tried to replicate the situation at a smaller scale just to make sure it wasn't the large scale that was throwing things off. I opened up the Example #9 for slippy map (Which uses a scale of 5,000) and used the calculator to move the player to the same coordinates: 41.403545, 2.174409

I am attaching the view it gave me. I assume the center of the screen is supposed to be 41.403545, 2.174409, but it's quite a bit off. (Also attaching a Google Maps screenshot with the pin at the correct location). The globe is giving the same coordinate position as it gave me with the real world coordinates. So I don't think it's the scale that's causing the problem.

You can replicate this by:
1. Open Example #9 (Slippy Map)
2. Select the earth and set position and rotation vectors to 0,0,0
3. Hit Play
4. Zoom in pretty far so you can see cities
5. Select the Earth
6. Press the "Open Calculator" on the earth component
7. Type in "Convert From:" 41.403545, 2.174409
8. Change convert to: Sphere Coordinates
9. Hit Convert
10. Verify the spherical coordinates match the same as the real real scale coordinate readout (which makes sense because it's a trig calculation)
11. Hit the "Locate" button
12. Check the center of the screen is not at the correct coordinate

It looks like the latitudinal scaling of the OSM tiles isn't quite right.

2
Support / Re: Huge/Real scale troubles
« on: February 26, 2020, 07:57:17 AM »
Kronnect,

I tried the new beta and it's working a lot better!

Thanks!

3
Support / Coordinates not accurate to OSM?
« on: February 26, 2020, 07:56:05 AM »
Kronnect,

I am attempting to place icons on my huge globe (scale of (12756274, 12756274, 12756274)) for significant landmarks around the world and I found that the coordinates transformed by the calculator don't seem to line up with the position of the feature in OSM.
For example:

Basilica La Sagrada Familia in Barcelona, Spain
Latitude: 41.403545
Longitude: 2.174409

The calculator converts this to a spherical coordinate of:
x: -0.02845875
y: 0.6613583
z: 0.7495301

Multiplied by the earth radius (half the scale of my globe) of 6378137:
x: -181513.80634875
y: 4218233.8434871
z: 4780605.6634237

I attached an image showing a cube I located at the above coordinates with "Plotted Location" next to it. I indicated the actual approximate location of the Basilica with a red dot. I also tried several other landmarks and they seem to be alright on the longitudinal axis but the latitudinal axis appears to be slightly off.

I am using the Beta version V13.4 B7

Am I doing this right? or is there a more accurate way to calculate the position?

Thanks!

4
Support / Huge/Real scale troubles
« on: February 14, 2020, 01:16:48 PM »
Hello!

I would like to replace an existing earth asset of mine with this using a tile server, but I am having some trouble. My game's scale is 1:1 and when I scale your earth globe up to a large size, zooming into the globe does not show more detailed tiles in the expected way.
When I move a camera closer to the surface, it seems to get stuck at loading detail level 4 or 5 even when it should be showing something more like 10+. However, sometimes when I rotate the camera off center and move it about, some of the higher detail tiles load in and then it acts more like expected.

To reproduce:
  • Load example "09 SlippyMap"
  • Change Globe scale to (1.2742e+07, 1.2742e+07, 1.2742e+07)
  • Change Globe rotation to (0, 140, -85)
  • Change Globe position to (0, 0, 6371000)
  • Disable Globe interaction settings
  • Change Camera position to (0, 0, -1000000)
  • Change Camera "Clear Flags" to "Solid Color"
  • Change Camera far clipping to 6000000
  • Remove "Demo" GameObject

Hit play and the Globe loads with OSM as expected.
Change the camera distance to -100000 (remove one 0) and it loads a more detailed zoom, but it's pixelated.
Change the camera distance to -10000 (remove another 0) and it doesn't load any more detail, it's just super pixelated.
Slowly change the Camera's x rotation from 0 to -60. You'll notice tiles in the distance load high detail, but the ones closer still are not loading.
Slowly rotate the Camera's x rotation back to 0 and you'll still see low detail tiles.

I have my own camera flying script to allow me to fly around the globe and I can usually get the tiles to load somewhat detailed if the camera is not directly perpendicular to the surface, but 99% of the time when I am looking more or less straight at the globe, it doesn't load the highest detail. In fact it replaces some of the existing highest detail with low detail.

Is there anything that can be done to make it load correctly?

Thanks!

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