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Invertable classification with alpha #5755
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@bagnell thanks for the pull request! I noticed that I am a bot who helps you make Cesium awesome! Thanks again. |
At first glance names seem OK. Are you sure this should be a scene-level setting? Perhaps we need a way to composite a primitives/tilesets into a micro pass that has these settings (which also answers your derived commands question and might also be able to fix #5676)? |
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I didn't look at this closely given the potential of micro-passes. Let discuss that with @lilleyse on Monday.
})); | ||
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var classification = viewer.scene.primitives.add(new Cesium.Cesium3DTileset({ | ||
url : 'http://localhost:8002/tilesets/meshTest/' |
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Can you put this - or something like this - on beta.cesium.com?
Source/Scene/FrameState.js
Outdated
* The alpha of unclassified 3D Tile geometry when {@link FrameState#invertClassification} is <code>true</code>. | ||
* @type {Number} | ||
*/ | ||
this.invertClassificationAlpha = undefined; |
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Should this default to 1.0
instead?
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Or maybe not since only the Scene
default matters...
…rag depth and depth textures are supported.
…Sandcastle example.
I'm merging this. What needs reviewing is now in #5836. |
Adds
Scene.invertClassification
andScene.invertClassificationAlpha
. WhenScene.invertClassification
is set totrue
, any 3D Tiles geometry that intersects classification volumes will be drawn opaque while geometry that does not intersect the volume will be drawn translucent with the alpha set toScene.invertClassificationAlpha
.I'm open to different names for these properties.
@pjcozzi @lilleyse The derived commands approach doesn't seem very clean. Another option would be to add new passes.