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Polygons on terrain #2865
Polygons on terrain #2865
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…culled by the near plane is a WIP.
Conflicts: Source/Renderer/UniformState.js
…command for the volume and to pause the camera for clipping.
…ex shader now properly finds intersections with the near plane.
… another attribute for whether to extrude position or not.
…. There was not enough precision when offseting from the far plane.
Conflicts: Source/Scene/Scene.js
@bagnell can you add a TODO list to this pull request, e.g., jitter on zoom out, texturing, and other things you are still working? |
Here is the viewer is not in the volume, but a near plane intersects it. The artifact in the upper-left slides across the screen as we zoom in: until is appears OK: Zooming in a bit farther creates the artifact you mentioned to me offline, but I don't think the viewer is inside the volume. It looks like it is capturing the terrain skirts (perhaps of the farther frustum?): |
Unrelated to polygons on terrain, I get a lot of false collision detection when zooming into Mount St. Helen's that causes the camera to bounce. We could fix it in a separate PR if it is easy or submit a new issue. |
@@ -165,6 +165,7 @@ define([ | |||
if (!defined(globeDepth._clearColorCommand)) { | |||
globeDepth._clearColorCommand = new ClearCommand({ | |||
color : new Color(0.0, 0.0, 0.0, 0.0), | |||
stencil : 0.0, |
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Is there anywhere else you think we could be missing a stencil clear?
@pjcozzi This is ready for another look. |
Conflicts: Source/Core/BoundingSphere.js
* @param {Occluder} occluder The occluder. | ||
* @returns {Boolean} <code>true</code> if the sphere is not visible; otherwise <code>false</code>. | ||
*/ | ||
BoundingSphere.isOccluded = function(sphere, occluder) { |
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Add these new functions to CHANGES.md.
This isn't specific to this branch/polygons, see #2942 |
The GroundPrimitive tests fail in IE. Can we just bail on them when we don't have stencil bits? We should also make this more clear in the Sandcastle example. |
That's all. This is basically ready. |
Conflicts: Source/Renderer/PickFramebuffer.js
I checked the spec and depth-stencil renderbuffers must be supported. If you go to the picking Sandcastle example, it still works with a depth-stencil renderbuffer attachment. The reason it fails in IE is because we need the |
@pjcozzi This is ready. |
@pjcozzi I added an |
Amazing. |
Where's the +1 button? 👍 |
@bagnell can you merge |
This is @bagnell's polygon on terrain work-in-progress. Part of #2172.
It is not ready to be reviewed.
We opened this pull request so we can coordinate testing it the algorithm.
TODO: