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Merge pull request #3 from CesiumGS/master
update fork
2 parents 41172c0 + 0e3ea0c commit 21333a0

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-29
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CHANGES.md

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##### Breaking Changes :mega:
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- The property `Scene.sunColor` has been removed. Use `scene.light.color` and `scene.light.intensity` instead. [#8774](https://github.com/CesiumGS/cesium/pull/8774)
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- Removed `isArray`. Use the native `Array.isArray` function instead. [#8779](https://github.com/CesiumGS/cesium/pull/8779)
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##### Additions :tada:
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Source/Core/WallGeometryLibrary.js

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@@ -7,7 +7,7 @@ import PolylinePipeline from "./PolylinePipeline.js";
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import WindingOrder from "./WindingOrder.js";
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/**
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* private
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* @private
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*/
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var WallGeometryLibrary = {};
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Source/Core/isArray.js

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This file was deleted.

Source/Renderer/ClearCommand.js

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@@ -5,6 +5,7 @@ import defaultValue from "../Core/defaultValue.js";
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* Represents a command to the renderer for clearing a framebuffer.
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*
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* @private
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* @constructor
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*/
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function ClearCommand(options) {
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options = defaultValue(options, defaultValue.EMPTY_OBJECT);

Source/Renderer/ComputeCommand.js

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@@ -5,6 +5,7 @@ import Pass from "./Pass.js";
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* Represents a command to the renderer for GPU Compute (using old-school GPGPU).
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*
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* @private
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* @constructor
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*/
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function ComputeCommand(options) {
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options = defaultValue(options, defaultValue.EMPTY_OBJECT);

Source/Renderer/Context.js

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@@ -145,6 +145,7 @@ function getExtension(gl, names) {
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/**
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* @private
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* @constructor
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*/
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function Context(canvas, options) {
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// this check must use typeof, not defined, because defined doesn't work with undeclared variables.

Source/Renderer/Framebuffer.js

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@@ -70,6 +70,7 @@ function attachRenderbuffer(framebuffer, attachment, renderbuffer) {
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* });
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*
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* @private
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* @constructor
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*/
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function Framebuffer(options) {
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options = defaultValue(options, defaultValue.EMPTY_OBJECT);

Source/Renderer/PassState.js

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* in a command being executed.
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*
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* @private
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* @constructor
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*/
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function PassState(context) {
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/**

Source/Renderer/UniformState.js

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@@ -19,6 +19,7 @@ import SunLight from "../Scene/SunLight.js";
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/**
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* @private
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* @constructor
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*/
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function UniformState() {
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/**

Source/Renderer/createUniform.js

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@@ -11,6 +11,7 @@ import RuntimeError from "../Core/RuntimeError.js";
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/**
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* @private
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* @constructor
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*/
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function createUniform(gl, activeUniform, uniformName, location) {
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switch (activeUniform.type) {
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/**
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* @private
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* @constructor
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*/
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function UniformFloat(gl, activeUniform, uniformName, location) {
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/**
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/**
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* @private
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* @constructor
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*/
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function UniformFloatVec2(gl, activeUniform, uniformName, location) {
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/**
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/**
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* @private
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* @constructor
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*/
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function UniformFloatVec3(gl, activeUniform, uniformName, location) {
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/**
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/**
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* @private
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* @constructor
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*/
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function UniformFloatVec4(gl, activeUniform, uniformName, location) {
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/**
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/**
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* @private
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* @constructor
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*/
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function UniformSampler(gl, activeUniform, uniformName, location) {
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/**
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/**
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* @private
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* @constructor
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*/
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function UniformInt(gl, activeUniform, uniformName, location) {
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/**
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///////////////////////////////////////////////////////////////////////////
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/**
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* @private
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* @constructor
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*/
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function UniformIntVec2(gl, activeUniform, uniformName, location) {
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/**
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///////////////////////////////////////////////////////////////////////////
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/**
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* @private
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* @constructor
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*/
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function UniformIntVec3(gl, activeUniform, uniformName, location) {
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/**
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///////////////////////////////////////////////////////////////////////////
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/**
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* @private
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* @constructor
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*/
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function UniformIntVec4(gl, activeUniform, uniformName, location) {
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/**
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var scratchUniformArray = new Float32Array(4);
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/**
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* @private
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* @constructor
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*/
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function UniformMat2(gl, activeUniform, uniformName, location) {
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/**
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var scratchMat3Array = new Float32Array(9);
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/**
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* @private
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* @constructor
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*/
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function UniformMat3(gl, activeUniform, uniformName, location) {
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/**
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var scratchMat4Array = new Float32Array(16);
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/**
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* @private
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* @constructor
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*/
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function UniformMat4(gl, activeUniform, uniformName, location) {
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/**

Source/Renderer/createUniformArray.js

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@@ -11,6 +11,7 @@ import RuntimeError from "../Core/RuntimeError.js";
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/**
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* @private
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* @constructor
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*/
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function createUniformArray(gl, activeUniform, uniformName, locations) {
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switch (activeUniform.type) {
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/**
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* @private
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* @constructor
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*/
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function UniformArrayFloat(gl, activeUniform, uniformName, locations) {
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var length = locations.length;
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/**
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* @private
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* @constructor
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*/
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function UniformArrayFloatVec2(gl, activeUniform, uniformName, locations) {
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var length = locations.length;
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/**
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* @constructor
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*/
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function UniformArrayFloatVec3(gl, activeUniform, uniformName, locations) {
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var length = locations.length;
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/**
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* @constructor
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*/
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function UniformArrayFloatVec4(gl, activeUniform, uniformName, locations) {
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/**
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* @constructor
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*/
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function UniformArraySampler(gl, activeUniform, uniformName, locations) {
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var length = locations.length;
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/**
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* @constructor
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*/
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function UniformArrayInt(gl, activeUniform, uniformName, locations) {
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var length = locations.length;
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/**
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* @constructor
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*/
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function UniformArrayIntVec2(gl, activeUniform, uniformName, locations) {
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/**
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function UniformArrayIntVec3(gl, activeUniform, uniformName, locations) {
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/**
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function UniformArrayIntVec4(gl, activeUniform, uniformName, locations) {
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/**
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function UniformArrayMat2(gl, activeUniform, uniformName, locations) {
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function UniformArrayMat3(gl, activeUniform, uniformName, locations) {
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function UniformArrayMat4(gl, activeUniform, uniformName, locations) {
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Source/Scene/Cesium3DTileBatchTable.js

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/**
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* @constructor
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*/
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function Cesium3DTileBatchTable(
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Source/Scene/Cesium3DTilePassState.js

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* The state for a 3D Tiles update pass.
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*
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* @constructor
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*/
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function Cesium3DTilePassState(options) {
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//>>includeStart('debug', pragmas.debug);

Source/Scene/Cesium3DTilesetHeatmap.js

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/**
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* @private
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*/
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function getHeatmapValue(tileValue, tilePropertyName) {
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var value;

Source/Scene/Cesium3DTilesetTraversal.js

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*
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* selected tiles that is deeper than 7. This is not very likely.
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* @private
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function traverseAndSelect(tileset, root, frameState) {
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Source/Scene/ImageryLayer.js

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* @param {Number} texelSpacing The texel spacing for which to find a corresponding level.
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* @param {Number} latitudeClosestToEquator The latitude closest to the equator that we're concerned with.
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* @returns {Number} The level with the specified texel spacing or less.
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* @private
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*/
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function getLevelWithMaximumTexelSpacing(
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layer,

Source/Scene/JobScheduler.js

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import getTimestamp from "../Core/getTimestamp.js";
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import JobType from "./JobType.js";
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/**
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*
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*/
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function JobTypeBudget(total) {
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Source/Scene/ModelLoadResources.js

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function getSubarray(array, offset, length) {
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Source/Scene/QuadtreePrimitive.js

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/**
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function updateTileLoadProgress(primitive, frameState) {
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Source/Scene/Scene.js

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* @default 0.0
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Source/Scene/ShadowVolumeAppearance.js

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* Flatten the ellipsoid-centered corners and edge-centers of the rectangle
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* into the plane of the local ENU system, compute bounds in 2D, and
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* project back to ellipsoid-centered.
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*
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function computeRectangleBounds(
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Source/Scene/TileMapServiceImageryProvider.js

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/**
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123+
* @private
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*/
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function confineRectangleToTilingScheme(rectangle, tilingScheme) {
125126
if (rectangle.west < tilingScheme.rectangle.west) {

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