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Add a pass for 3D Tiles #5168
Add a pass for 3D Tiles #5168
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There's a JSHint warning: https://travis-ci.org/AnalyticalGraphicsInc/cesium/builds/216500183 Not sure if the test failure is a CI issue. |
What all requires clearing the terrain's depth buffer? Just polylines on the ellipsoid, right? If we went with a corridor polyline-on-terrain solution for the near/mid-term, could we remove the need to clear the depth buffer completely? To facilitate this, perhaps labels/billboards/points need a good default for for disable depth distance. |
If we used corridors for polylines on terrain and have a good default for disable depth distance on labels/billboards/points, then, yes, we could remove clearing the terrains depth. |
What do you think? It will require changing a bunch of Sandcastle examples and some of the entity/datasource layer. Could you scope it out? If we think we could do it in a few days, I say we go for it. Maybe also add the auto corridor wide resize to help the workaround. |
@pjcozzi This is ready. I'm going to push always depth testing against terrain for now like we discussed offline. |
Update the pass in |
Does this line need to be modified? To handle stencil clear commands in 3d tiles soon. |
LGTM. @lilleyse please merge when ready. |
Are we sure we want to do this? Will we ever want to have a disable depth test distance like for billboards and labels? If so, then we should still render this after |
I just searched through the code for any clear commands that are added to the current frame's draw commands and there aren't any. Each clear command that we create is explicitly executed at some point. I propose we remove this line. If the new skipping LODs method needs explicit control over when to clear the stencil, we can add a |
I don't see the same abilities being added to point clouds. And I think it would good for point clouds to trigger the z-fail material for polylines.
Yeah that's what it needs. Handle there instead? |
OK. Done.
I removed the conditional since it would never evaluate to true. Yeah, I would handle it there. You still shouldn't have to modify any of the renderer code. Give |
Ok that will be a separate PR. Looks good here. |
Adds a
CESIUM_3D_TILE
pass for rendering 3D Tiles (name suggestions are welcome). I occurs after theENVIRONMENT
andGLOBE
passes but before theGROUND
pass. Because it happens before theGROUND
pass, I had to disable the depth clear for terrain. If we aren't concerned aboutGroundPrimitive
s on 3D Tiles yet, I can move the pass after the depth clear.