@@ -145,7 +145,7 @@ export class TilesRendererBase {
}
- // TODO: fix for some cases where tilesets provide the bounding volume
+ // NOTE: fix for some cases where tilesets provide the bounding volume
// but volumes are not present.
if (
tile.content.boundingVolume &&
@@ -78,7 +78,6 @@ export function traverseSet( tile, beforeCb = null, afterCb = null, parent = nul
// Determine which tiles are within the camera frustum.
-// TODO: include frustum mask here?
// TODO: this is marking items as used in the lrucache, which means some data is
// being kept around that isn't being used -- is that okay?
export function determineFrustumSet( tile, renderer ) {
@@ -173,7 +173,6 @@ export class DebugTilesRenderer extends TilesRenderer {
- // TODO: Support i3dm, pnts, cmpt here
const errorTarget = this.errorTarget;
const colorMode = this.colorMode;
const visibleTiles = this.visibleTiles;
@@ -45,7 +45,6 @@ export class SphereHelper extends LineSegments {
updateMatrixWorld( force ) {
- // TODO: Why doesn't this radius have to be multiplied by 0.5?
const sphere = this.sphere;
this.position.copy( sphere.center );
this.scale.setScalar( sphere.radius );
@@ -53,7 +53,7 @@ export function raycastTraverseFirstHit( root, group, activeTiles, raycaster ) {
- // TODO: see if we can avoid creating a new array here every time to save on memory
+ // TODO: can we avoid creating a new array here every time to save on memory?
const array = [];
const children = root.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
@@ -1,7 +1,3 @@
-// TODO: can we remove the use of `indexOf` here because it's potentially slow? Possibly use time and sort as needed?
-// Keep a used list that we can sort as needed when it's dirty, a map of item to last used time, and a binary search
-// of the array to find an item that needs to be removed
-
// Fires at the end of the frame and before the next one
function enqueueMicrotask( callback ) {