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Clip point in PointPrimitiveCollection properly #8542

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Jan 16, 2020
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1 change: 1 addition & 0 deletions CHANGES.md
Original file line number Diff line number Diff line change
Expand Up @@ -26,6 +26,7 @@ Change Log
* Reduced Cesium bundle size by avoiding unnecessarily importing `Cesium3DTileset` in `Picking.js` [#8532](https://github.com/AnalyticalGraphicsInc/cesium/pull/8532)
* Fixed WebGL warning message about `EXT_float_blend` being implicitly enabled. [#8534](https://github.com/AnalyticalGraphicsInc/cesium/pull/8534)
* Fixed a bug where toggling point cloud classification visibility would result in a grey screen on Linux / Nvidia [#8538](https://github.com/AnalyticalGraphicsInc/cesium/pull/8538)
* Fixed a bug where a point in a `PointPrimitiveCollection` is rendered in the middle of the screen instead of being clipped. [#8542](https://github.com/AnalyticalGraphicsInc/cesium/pull/8542)
* Fixed a crash when deleting and re-creating polylines from CZML. `ReferenceProperty` now returns undefined when the target entity or property does not exist, instead of throwing. [#8544](https://github.com/AnalyticalGraphicsInc/cesium/pull/8544)

### 1.65.0 - 2020-01-06
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3 changes: 2 additions & 1 deletion Source/Shaders/PointPrimitiveCollectionVS.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -135,7 +135,8 @@ void main()
float nearSq = distanceDisplayConditionAndDisableDepth.x;
float farSq = distanceDisplayConditionAndDisableDepth.y;
if (lengthSq < nearSq || lengthSq > farSq) {
positionEC.xyz = vec3(0.0);
// push vertex behind camera to force it to be clipped
positionEC.xyz = vec3(0.0, 0.0, 1.0);
}
#endif

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