Improve visibility check in tileset traversal #7289
Merged
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This is a better way to set
updateVisibilityFrame
in the 3D Tiles traversal code which is used to limit the number of times a tile's visibility can be computed during each traversal.The previous way had an edge case where the visibility frame would not get reset after a previous pass within the same frame if the tile's visibility was checked but it wasn't actually visited. This can happen with the cull-with-children-bounds optimization. I only hit this by calling
pickFromRay
after apick
, and it only happened sometimes.