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simeonradivoev avatar simeonradivoev commented on June 7, 2024

You will need to dramatically change the code. Also will have to use a shifting coordinate system, the camera must not move but the world must move with an offset relative to the camera. Also, I'm not sure if the unity mesh supports that large of coordinates, so has to be probably rendered procedurally or you have to cull some vertices dynamically.

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simeonradivoev avatar simeonradivoev commented on June 7, 2024

http://proland.inrialpes.fr/ here is a project I found while making this. I think it has this exact implementation but it is written in C++.

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dev-bre avatar dev-bre commented on June 7, 2024

Thanks for pointing to proland. The project states that it has a resolution of 90m/pixel per elevation.
Just to give me an idea of the scale ratio resulting from your project, am I right to assume you are on 1/1000 scale?

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