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depthTestAgainstTerrain default? #2160
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From https://groups.google.com/forum/#!topic/cesium-dev/C0xeURmz_ss
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Once Cesium has good support for vector features on terrain, we can get rid of this. It will always be on, even for |
Are you sure you want it to always default to I'm basically suggesting: if (!this.depthTestAgainstTerrain || ((whatever.terrainProvider instanceof EllipsoidTerrainProvider))) {
commandList.push(this._clearDepthCommand);
if (mode === SceneMode.SCENE3D) {
commandList.push(this._depthCommand);
}
} |
Why is the ellipsoid any different from terrain? It's just a different representation of the surface, right? I know STK has this thing where, say, a sphere centered on the ellipsoid surface will be completely visible, but a sphere centered on the terrain surface will be occluded by the surface, but I can't think of any reason that's desirable. |
Right now if we depth test vector data on the ellipsoid directly with the ellipsoid, instead of the depth plane, we will get z-fighting (well, it's not actually z-fighting, but you get it) so that is why I suggest |
@kring Labels at the surface, on the left side of the screen, sink into the globe and fail the depth test. There will always be cases, even with terrain enabled, where the user will want to turn off the depth test once the camera gets far enough from the globe to have this happen. |
We get that with terrain too, no?
IMO this needs to be fixed. I know it's hard. |
Let me try to summarize my thoughts on this:
|
I'm suggesting to change the default, but to only account for it when terrain is used (which kinda makes sense giving the flags name. Let's do this or do nothing until we support vector data on the ground across the board. |
We use the term "terrain" to refer to the ellipsoid surface as well, e.g. |
This temporary solution is good with me. |
Another forum post: https://groups.google.com/forum/#!topic/cesium-dev/cbyHDPW7iIs |
@pjcozzi can we close this? |
Not yet, I'll labeled this |
Hi, any news with that? |
@ohadmanor no update yet. |
Patrick Hi, In the following example (Sandcastle) I can't see the 'closeTop' from above is it related to that problem or is it a new one tnx var viewer = new Cesium.Viewer('cesiumContainer');
viewer.zoomTo(viewer.entities); |
@ohadmanor this is happening because your |
Thanks, Usually extrude is from bottom to up . . . :-) I have two questions if you can answer:
Once again thanks! |
No problem @ohadmanor! I did have a note in that issue to be able to specify heights for both the top and bottom of the extruded polygon. And we would eventually like to add clamp to ground support for extruded polygons. However, I don't think we'll be able to address either of these issues in the immediate future. We're pretty busy with fixing other things and finishing up the 3D tiles implementation right now. If you'd like to take a stab at fixing this, we would gladly take a pull request! You can see instructions for downloading and building the code base in our build guide |
I'm new in cesium, but I want to. before that I want to be able to play around with cesium and than to join in . . . I'm worldwind old school . . . (the C# version) . . . |
Oh cool! Well when you're ready to start contributing, we have a beginner label with a bunch of issues perfect for someone new to Cesium https://github.com/AnalyticalGraphicsInc/cesium/issues?q=is%3Aopen+is%3Aissue+label%3Abeginner |
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