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Fix undefined 'quadDetails' Error #8011

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Sep 18, 2019
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1 change: 1 addition & 0 deletions CHANGES.md
Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,7 @@ Change Log
* Fixed 3D tiles style coloring when multiple tilesets are in the scene [#8051](https://github.com/AnalyticalGraphicsInc/cesium/pull/8051)
* Improved display of tile coordinates for `TileCoordinatesImageryProvider` [#8131](https://github.com/AnalyticalGraphicsInc/cesium/pull/8131)
* Fixed relative-to-center check, `depthFailAppearance` resource freeing for `Primitive` [#8044](https://github.com/AnalyticalGraphicsInc/cesium/pull/8044)
* Fixed undefined `quadDetails` error from zooming into the map really close. [#8011](https://github.com/AnalyticalGraphicsInc/cesium/pull/8011)

### 1.61 - 2019-09-03

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2 changes: 1 addition & 1 deletion CONTRIBUTORS.md
Original file line number Diff line number Diff line change
Expand Up @@ -108,7 +108,7 @@ See [CONTRIBUTING.md](CONTRIBUTING.md) for details on how to contribute to Cesiu
* [Yonatan Kra](https://github.com/yonatankra)
* [Novetta](http://www.novetta.com/)
* [Joshua Bernstein](https://github.com/jbernstein/)
* [Natanael Rivera](https://github.com/nrivera-Novetta/)
* [Natanael Rivera](https://github.com/njrivera/)
* [Justin Burr](https://github.com/jburr-nc/)
* [Jeremy Marzano](https://github.com/JeremyMarzano-ISPA/)
* [Orbit Logic](http://www.orbitlogic.com)
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2 changes: 1 addition & 1 deletion Source/Scene/QuadtreePrimitive.js
Original file line number Diff line number Diff line change
Expand Up @@ -655,7 +655,7 @@ define([
result.notYetRenderableCount = southwest.notYetRenderableCount + southeast.notYetRenderableCount + northwest.notYetRenderableCount + northeast.notYetRenderableCount;
};

var traversalQuadsByLevel = new Array(30); // level 30 tiles are ~2cm wide at the equator, should be good enough.
var traversalQuadsByLevel = new Array(31); // level 30 tiles are ~2cm wide at the equator, should be good enough.
for (var i = 0; i < traversalQuadsByLevel.length; ++i) {
traversalQuadsByLevel[i] = new TraversalQuadDetails();
}
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