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Geometry on the globe (not ground primitives) can have z-fighting artifacts with the translucent globe.
Depending on the zoom level and geometries involved the terrain geometry may sometimes render above the primitive geometry. This happens even when the globe is opaque, but globe.depthTestAgainstTerrain = false exists to clear the globe depth before the opaque pass so that z-fighting doesn't occur.
The problem with translucency is that globe tiles get rendered in the translucent pass, after the opaque pass, and it isn't possible to avoid z-fighting unless a more complex layering system is in place.
From #8726 (comment)
Geometry on the globe (not ground primitives) can have z-fighting artifacts with the translucent globe.
Depending on the zoom level and geometries involved the terrain geometry may sometimes render above the primitive geometry. This happens even when the globe is opaque, but
globe.depthTestAgainstTerrain = false
exists to clear the globe depth before the opaque pass so that z-fighting doesn't occur.The problem with translucency is that globe tiles get rendered in the translucent pass, after the opaque pass, and it isn't possible to avoid z-fighting unless a more complex layering system is in place.
Sandcastle
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