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Revert 1fda8c0 #6779
Revert 1fda8c0 #6779
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Thank you so much for the pull request @ProjectBarks! I noticed this is your first pull request and I wanted to say welcome to the Cesium community! The Pull Request Guidelines is a handy reference for making sure your PR gets accepted quickly, so make sure to skim that.
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I am a bot who helps you make Cesium awesome! Contributions to my configuration are welcome. 🌍 🌎 🌏 |
The diff doesn't look quite right. The Also include yourself in |
@ProjectBarks can you please update your initial comment for some context of why this change is being made and what problem it fixes? And please link any relevant issues that are open. Thanks! |
CHANGES.md
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@@ -8,6 +8,7 @@ Change Log | |||
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#### Fixes :wrench: | |||
* Fixed bug causing billboards and labels to appear the wrong size when switching scene modes [#6745](https://github.com/AnalyticalGraphicsInc/cesium/issues/6745) | |||
* Fixed occlusion bug for tiles use a depth pane [#6714](https://github.com/AnalyticalGraphicsInc/cesium/issues/6714) |
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I would actually word this closer to your statement in the PR description. Maybe something like:
Fixed a bug that was preventing 3D Tilesets on the opposite side of the globe from being occluded
Source/Scene/Scene.js
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for (j = 0; j < length; ++j) { | ||
executeCommand(commands[j], scene, context, passState); | ||
} | ||
} |
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There is still a lot extra than what's in the original commit: 1fda8c0
The command execution should not be changed. Maybe it was a bad git revert
? You can hand edit to fix.
@lilleyse Should be good |
Looks good now. It fixes the occlusion bug and doesn't seem to have affected other areas. Classification related Sandcastle demos still work. |
@ProjectBarks sorry, but we had to revert these changes in #6866 because it broke @lilleyse opened up an issue here to address the 3D tileset occlusion problem: #6867 |
@hpinkos then isn't there any solution to fix occlusion problem? |
@cr8tpro it appears that the occlusion problem referenced here #6867 has been fixed. If you're still experiencing an issue can you post a Sandcastle example reproducing the issue in that issue? If you're unsure you can always ask in the Cesium forum (https://groups.google.com/forum/#!forum/cesium-dev). |
This should fix a bug that was preventing 3D Tilesets from being occluded when they were not using the depth testing. There is still a outstanding logarithmic depth bug bit this seems connected to an already documented bug.
Related to #6714