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Fixes #3945: Flickering when adding a new polygon entity #6413
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@roderickgreen, thanks for the pull request! Maintainers, we have a signed CLA from @roderickgreen, so you can review this at any time.
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Thanks for the contribution @roderickgreen! This approach seems good to me. We really need to figure out what do to for |
Thanks for looking at this, @hpinkos. I'm really not sure what to do with FWIW, at first I was using readyPromise to show the new primitive and to lift the
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We should probably change GroundPrimitive to remove this restriction CC @bagnell |
This is blocking on #6428. After that is merged, the StaticGroundGeometryColorBatch tests will pass. |
Thanks @roderickgreen! We should be able to review #6428 and this PR hopefully in the next few weeks. We're pretty busy working towards a May 1st milestone, so it just depends on our progress towards that goal. |
@roderickgreen I just merged #6428, so if you can merge master into your branch and bump when ready, we'll try to get this into the May 1st release. |
Thanks, @mramato. I merged master and updated changes.md, so I think this is done. |
Thanks @roderickgreen, this is great! I'll let @mramato take a final look but this should be good to go |
Thanks @roderickgreen! |
This fixes the flickering when adding or modifying entities within a batch (#3945). Primitives are now created with show=false, then modified to show=true once the primitive is ready and the oldPrimitive is cleaned up.
Note that this same approach does not work for StaticGroundGeometryColorBatch. When creating a GroundPrimitive with show = false, the primitive never becomes "ready." Reading the update code in GroundPrimitive this should be pretty easy to see, but I'm not sure if it's expected. I can provide a trivial failing unit test for this if you like. I decided to leave StaticGroundGeometryColorBatch unchanged.