It should be possible to tilt the map beyond 60° when the camera is close to the ground. The maximum pitch should vary by zoom level (or by altitude in the iOS and macOS SDKs).
With the current 60° cap, a game or augmented reality application is unable to provide a convincing first-person view; instead, the user is forced to “look down”. For navigation applications, too, it’s important to be able to see far ahead so that the current location and the upcoming maneuver point are both in view. Once we implement 3D extrusion (#6745) and demo tall buildings like in Manhattan, the 60° cap means we can’t zoom in very far without impairing the user’s view of the buildings. At the same time, it’s important not to allow the user to see to the horizon at low zoom levels, as the flatness of the horizon breaks the illusion of viewing part of a globe.
Regardless, tilting anywhere near 90° currently causes mbgl to load all the tiles at the current zoom level to the ends of the Earth. So we’d first need to find a way to load tiles from lower zoom levels the farther out the tiles would be placed.
/cc @ansis @incanus @lbud
It should be possible to tilt the map beyond 60° when the camera is close to the ground. The maximum pitch should vary by zoom level (or by altitude in the iOS and macOS SDKs).
With the current 60° cap, a game or augmented reality application is unable to provide a convincing first-person view; instead, the user is forced to “look down”. For navigation applications, too, it’s important to be able to see far ahead so that the current location and the upcoming maneuver point are both in view. Once we implement 3D extrusion (#6745) and demo tall buildings like in Manhattan, the 60° cap means we can’t zoom in very far without impairing the user’s view of the buildings. At the same time, it’s important not to allow the user to see to the horizon at low zoom levels, as the flatness of the horizon breaks the illusion of viewing part of a globe.
Regardless, tilting anywhere near 90° currently causes mbgl to load all the tiles at the current zoom level to the ends of the Earth. So we’d first need to find a way to load tiles from lower zoom levels the farther out the tiles would be placed.
/cc @ansis @incanus @lbud