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Point Cloud Attenuation in ModelExperimental
#9998
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Thanks for the pull request @ptrgags!
Reviewers, don't forget to make sure that:
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I noticed that toggling attenuation should trigger a rebuild of the pipeline. I have some ideas on how to refactor the pipeline creation to do this.
Source/Scene/ModelExperimental/PointCloudAttenuationPipelineStage.js
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Source/Scene/ModelExperimental/PointCloudAttenuationPipelineStage.js
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Here's another local sandcastle that uses point cloud attenuation on an individual ModelExperimental:
The custom shader does not have a custom vertex shader, so the point cloud attenuation's point size does get used, while the custom shader sets the color. @lilleyse this is ready for review now |
Also I opened #10005 about eye dome lighting for individual models (right now only 3D Tiles EDL works) |
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Looks great! Tested a few sandcastles before/after and the results look the same.
Source/Scene/ModelExperimental/ModelExperimental3DTileContent.js
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Source/Scene/ModelExperimental/PointCloudAttenuationPipelineStage.js
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@lilleyse updated! |
👍 |
In #9978, I added a transcoder from
.pnts -> ModelExperimental
. However, there are more point-cloud specific features to add, point cloud attenuation being the main one that's missing.Point Cloud Shading Sandcastle + Model Experimental -- mostly working.
The nice thing is eye dome lighting seems to be working for free.
To Do:
PointCloud3DTileContent
has more handling code formaximumAttenutation
, I need to find a place for this code.