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3D Tiles: Possible frustum artifact? #4381
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I added this to the roadmap. |
I can't reproduce this (though I didn't leave myself good directions to begin with). I'm going to close this and I'll re-open with better instructions if I see it again. Thanks @bagnell! |
I tried two tilesets that I noticed having this issue before, and they seem to be fixed too. |
Perhaps still an issue? https://groups.google.com/forum/#!topic/cesium-dev/hYrDHkXQeGk |
Congratulations on closing the issue! I found these Cesium forum links in the comments above: https://groups.google.com/forum/#!topic/cesium-dev/hYrDHkXQeGk If this issue affects any of these threads, please post a comment like the following:
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It's still possible to get this artifact if both log depth and depth test against terrain are false and the tileset is below terrain. I think I understand the reason now. The closest frustum always draws above pixels in further frustums but this breaks down when depth test against terrain is false and we actually want to see those pixels in further frustums. I don't have a solution yet but considering that we now write a 3D Tiles stencil bit to the stencil buffer I wonder if we can use that (e.g. don't clear stencil between frustums, have terrain commands discard if 3D Tiles bit is set and |
This almost looks just like this artifact Gary found which only happens in IE. I wonder if it's related: #7926 |
Congratulations on closing the issue! I found these Cesium forum links in the comments above: https://groups.google.com/forum/#!topic/cesium-dev/hYrDHkXQeGk If this issue affects any of these threads, please post a comment like the following:
|
I opened this back up and tagged it as next-release. There was a flaw in the design that didn't account for multi-frustum setups where a frustum is completely past the depth plane. From #8356 (comment)
#8368 reverted #8205 temporarily for 1.63.1 but we like to get the multifrustum seam fix back in before the next release. |
I know we've seen this before, but I couldn't find an issue anywhere. I have a 3D Tileset on terrain (so depth testing against terrain is on) and I get the following bug:
Feel free to close if this is a dupe.
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