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Shadows for 3D Tiles #4002
Shadows for 3D Tiles #4002
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Also for #3241. |
They are probably not writing depth. This is also an issue for picking. Update the TODO or fix it now if you want. |
Ah.. that must be it. I'll try to fix the TODO as part of this PR. |
Do you get this test failure in this branch?
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I'm not seeing either issue on Chrome, even after hard reload. But I am seeing it on Firefox and it reminds me of what used to happen. I do have a fix for it, but it's more of a band-aid. |
Push it and I'll see if I have any other ideas. |
@@ -219,7 +219,7 @@ | |||
size : 1024, | |||
modelOptions : ['Wood Tower', 'Cesium Air', 'Cesium Man', 'Transparent Box', 'Shadow Tester', 'Shadow Tester 2', 'Shadow Tester 3', 'Shadow Tester 4', 'Shadow Tester Point'], | |||
model : 'Shadow Tester', | |||
locationOptions : ['Exton', 'Everest', 'Pinnacle PA', 'Seneca Rocks', 'Half Dome'], | |||
locationOptions : ['Exton', 'Everest', 'Pinnacle PA', 'Seneca Rocks', 'Half Dome', 'Seattle 3D Tiles', 'NYC 3D Tiles'], |
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Did you mean to commit these changes?
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Yes, because it helps to see real use cases inside development/Shadows.html
. But I can see how this is a problem. I'll switch to using the test 3D Tiles sets we have and change to using Seattle/etc locally.
Does the 3D Tileset primitive need any changes to its |
Updated with the "fix". |
I don't think so. It will just use whatever commands are pushed from the render pass. |
I fixed the issue with translucent buildings not casting into the shadow map. It was not related to the depth writing, instead it was caused by the Also in regards to the crashes we were seeing, the reason behind that is OIT commands, being derived from the original commands, do not have derived commands themselves, which is why we were seeing problems with |
When this is ready I'm going to merge the |
Can you fix the JSHint warnings even if they are not related to this PR? https://travis-ci.org/AnalyticalGraphicsInc/cesium/builds/135932620 |
@@ -1491,7 +1491,7 @@ define([ | |||
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if (scene.debugShowCommands || scene.debugShowFrustums) { | |||
executeDebugCommand(command, scene, passState); | |||
} else if (scene.frameState.shadowHints.shadowsEnabled && command.receiveShadows) { | |||
} else if (scene.frameState.shadowHints.shadowsEnabled && command.receiveShadows && defined(command.derivedCommands.shadows)) { |
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Can you add a comment here like the GiHub comment since the overall order of operations may be non-obvious to those new to the code?
Merging, just make those other changes in the |
For #2594
I still have to figure out why the translucent commands are not casting shadows. They seem to get to the step of casting into the shadow map but the shadow map is empty... I'll figure it out soon.