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New fill tile code kinda working.
1 parent 0328cc9 commit 955c996

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5 files changed

+501
-61
lines changed

5 files changed

+501
-61
lines changed

Apps/Sandcastle/gallery/TerrainPerformance.html

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@@ -36,10 +36,11 @@
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var statistics = Cesium.RequestScheduler.statistics;
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// var cesiumTerrainProviderMeshes = new Cesium.CesiumTerrainProvider({
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// url : 'http://localhost:8081/2018-07-11b',
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// url : 'http://localhost:8001/2018-07-11b',
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// requestWaterMask : true,
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// requestVertexNormals : true
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// });
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// viewer.terrainProvider = cesiumTerrainProviderMeshes;
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viewer.terrainProvider = Cesium.createWorldTerrain();
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var startTime;

Source/Scene/GlobeSurfaceTile.js

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@@ -181,7 +181,7 @@ define([
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var scratchResult = new Cartesian3();
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GlobeSurfaceTile.prototype.pick = function(ray, mode, projection, cullBackFaces, result) {
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var mesh = this.mesh || this.fill.mesh;
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var mesh = this.mesh || (this.fill && this.fill.mesh);
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if (!defined(mesh)) {
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return undefined;
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}

Source/Scene/GlobeSurfaceTileProvider.js

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@@ -510,7 +510,7 @@ define([
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// If this frame has a mix of loaded and fill tiles, we need to propagate
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// loaded heights to the fill tiles.
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if (this._hasFillTilesThisFrame && this._hasLoadedTilesThisFrame) {
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if (this.missingTileStrategy === MissingTileStrategy.CREATE_FILL_TILE && this._hasFillTilesThisFrame && this._hasLoadedTilesThisFrame) {
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TerrainFillMesh.updateFillTiles(this, this._quadtree._tilesToRender, frameState);
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}
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