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Fixed ground primitives in orthographic mode #8854
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…m_depthClampFarPlane to czm_depthClamp
Thanks for the pull request @IanLilleyT!
Reviewers, don't forget to make sure that:
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I thought this was what the stencil preload pass was for. Is the stencil preload pass even needed anymore? |
Actually we should just scrap the three-pass shadow volume technique. I have the two-pass approach working on a branch and will open a PR after this is merged. The near/far clamping here is still important. |
Source/Scene/Primitive.js
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@@ -1136,13 +1136,9 @@ function depthClampVS(vertexShaderSource) { | |||
// It is not to workaround an issue with Edge: | |||
// https://developer.microsoft.com/en-us/microsoft-edge/platform/issues/12120362/ |
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nope, removed.
Fixes #5110
There were two problems going on:
czm_geometricToleranceOverMeter
wasNaN
because it assumed the frustum had anfov
property, which is not the case for orthographic. This made shadow volumes extend REALLY far which caused some strange behavior, likely floating point precision related.Before:
After:
Before:
After: