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Fix 3D Tiles depth picking #5770
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…ation on both terrain and 3D Tiles.
Looks OK to me at quick glance. Just one request: can you add - or update - a Sandcastle example that shows the differences between the different enum types, e.g., a polyline going over only terrain, only a tileset, or both. @lilleyse can you review and verify each issue this fixed, and merge when ready? Thanks! |
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Code looks good and I confirmed the issues are fixed.
Source/Scene/ClassificationType.js
Outdated
* @type {Number} | ||
* @constant | ||
*/ | ||
CESIUM_3D_TILES : 1, |
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For consistency should this be renamed to CESIUM_3D_TILE
to match Pass.CESIUM_3D_TILE
and Pass.CESIUM_3D_TILE_CLASSIFICATION
?
@lilleyse This is ready for another look. |
@lilleyse This is ready. |
@lilleyse Updated after our offline discussion. |
Works well now. @pjcozzi instead of offsetting the depth plane we now just render the depth plane after the 3D Tiles pass. A tileset on the opposite side of the globe would probably not be rendered at all due to SSE. Can you think of possible edge cases? |
I'm going to merge, but if anyone has issues with the approach we can go back to offsetting the depth plane. |
Doesn't this mean that most apps will need to enable |
They shouldn't need to. The main side effect with moving the depth plane after 3D Tiles classification was that tilesets might show through the opposite side of the globe when |
Maybe this isn't a common case, but what if I have a label or a 3D model in drawn in the area of a 3D tileset, then I take a 45 degree horizon or top down view, wouldn't the depth values of the tileset be gone and the label/model would shown in front? |
I'm pretty sure that case is fixed with #5789. Now the depth plane doesn't overwrite the 3D Tiles depth. |
OK, sounds good! |
Fixes #5676, #5731, and #5683.
classificationType
property toGroundPrimitive
andClassificationPrimitive
which specifies whether to classify terrain, 3D Tiles, or both.