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billboard being incorrectly culled #4510
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Looks like a multifrustum issue. I think there is a duplicate issue, but I couldn't find it now. |
I can reproduce this in the latest release 1.26 |
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In the above screenshot, I suspect all of those yellow points are actually sticking into the globe. Cesium does a good job keeping things like billboards from "sticking into the globe", but the globe-depth tricks break down across frustum boundaries. So for the clipped yellow dots above, the yellow fragments are being rendered into a rear frustum, and the globe imagery is being rendered into a closer frustum, and there's a depth buffer clear in between. There's no easy way to allow the points to show through the globe at the boundary, because they are legitimately occluded. |
Also reported in #6152 |
In #6152 I set So perhaps every Primitive with depth testing disabled should end up in the front most Frustum. |
My current thinking on this topic is that all 2D primitives end up in their own render pass, with some kind of single-3D-point depth test to determine visibility status of the primitive. The primitive would exist outside of any 3D frustums and would not have per-fragment depth testing. See thread: #2694 (comment) |
@emackey @laurensdijkstra yes, has potential - may still z fight in the distance - will need to evaluate - might not be bad with #5851. |
Reported on the forum: https://groups.google.com/forum/#!topic/cesium-dev/odobrazRIWU |
Matagorda Island
and double click on the only placemark in the upper right (alsoMatagorda Island
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