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Add translucent tile classification #9399
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Thanks for the pull request @ebogo1!
Reviewers, don't forget to make sure that:
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I pushed a premultiplied alpha fix similar to the one in #9398 (comment): 43f6efd. The colors should look much better now.
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Overall this looks pretty good! At some point it would be nice to unify this with I went through the checklist in #8726 and all of those situations worked great. There are a couple artifacts I noticed separately though:
@likangning93 @ebogo1 do you have any ideas about quick fixes for these? If there no obvious solution we should open a separate issue for each of these artifacts and move on. |
@ebogo1 here's a simpler localhost Sandcastle for stepping through the algorithm. |
…um into translucent-classification
@lilleyse @likangning93 I reverted the changes to the |
I realized I broke some unit tests with the premultiplied alpha change earlier. I fixed those in 397ece9. Thanks @ebogo1 and @likangning93! |
@ebogo1 can you open two separate issues for #9399 (comment)? |
The second issue in #9399 (comment) is actually pretty serious when picking on mouse move. I confirmed that this problem happens even before the premultiplied alpha fix. Even though this PR is merged we should address this bug in a follow up PR. CC @likangning93 @ebogo1 |
Just noticed another bug while testing #9398 (but not related to that PR) In this Sandcastle if you repeatedly toggle tileset translucency on/off it will eventually crash. |
After offline discussion, @ebogo1 can you do the following:
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Thanks @lilleyse! Opened the three issues above. |
The changelog entry for this PR has a minor typo.
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Thanks @midnight-dev, I pushed a fix directly to master: 0c31cdf |
TranslucentTileClassification
and specs for handling translucent tile classificationDrawCommand. depthForTranslucentClassification
and logic inCesium3DTile
for using itScene
andView