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6 changes: 6 additions & 0 deletions CHANGES.md
Original file line number Diff line number Diff line change
@@ -1,5 +1,11 @@
# Change Log

### ? - ?

##### Fixes :wrench:

- Fixed a bug in `Tileset::updateViewGroupOffline` that would cause it to get stuck in an endless loop when invoked with no frustums.

### v0.50.0 - 2025-08-01

##### Breaking Changes :mega:
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6 changes: 6 additions & 0 deletions Cesium3DTilesSelection/src/Tileset.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -334,6 +334,12 @@ const ViewUpdateResult& Tileset::updateViewGroupOffline(
while (viewGroup.getPreviousLoadProgressPercentage() < 100.0f) {
this->_externals.pAssetAccessor->tick();
this->loadTiles();

// If there are no frustums, we'll never make any progress. So break here to
// avoid getting stuck in an endless loop.
if (frustums.empty())
break;

this->updateViewGroup(viewGroup, frustums, 0.0f);
}

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7 changes: 7 additions & 0 deletions Cesium3DTilesSelection/test/TestTilesetSelectionAlgorithm.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -550,6 +550,13 @@ TEST_CASE("Test replace refinement for render") {
REQUIRE(result.culledTilesVisited == 0);
}
}

SUBCASE(
"updateViewGroupOffline does not get stuck in an endless loop when no "
"frustums are given") {
std::vector<ViewState> empty;
tileset.updateViewGroupOffline(tileset.getDefaultViewGroup(), empty);
}
}

TEST_CASE("Test additive refinement") {
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