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Point cloud styling engines may often use a shader implementation. Currently the spec is written with a bias towards JavaScript and its implicit type conversions and ability to check equality between different types, which are not possible in a language like GLSL 1.0. Shader implementations will also have major issues with strings and regular expressions. We need to decide what aspects of the styling language can be supported for stricter languages like GLSL and C++.
Shader Styling
Unsupported:
isNan, isFinite(supported in later versions of GLSL with isnan and isinf)
Strings, not supported in the GLSL styling engine or the batch table binary
This includes accessing color components like color()["r"] or vectors with vec4(1.0)["x"]
Regular expressions
Arrays that aren't length 2, 3, or 4 (technically supported but cumbersome to use)
Point cloud styling engines may often use a shader implementation. Currently the spec is written with a bias towards JavaScript and its implicit type conversions and ability to check equality between different types, which are not possible in a language like GLSL 1.0. Shader implementations will also have major issues with strings and regular expressions. We need to decide what aspects of the styling language can be supported for stricter languages like GLSL and C++.
isNan
,isFinite
(supported in later versions of GLSL withisnan
andisinf
)color()["r"]
or vectors withvec4(1.0)["x"]
More discussion here: CesiumGS/cesium#4336 (comment)
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