Hi I think I found a bug about 3d tiles vector and … temporal fix.
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A concise explanation of the problem you’re experiencing.
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A minimal code example. If you’ve found a bug, this helps us reproduce and repair it.
Shadow volumes seem to be broken at distances close to the camera. It is almost the same problem with issue6461(https://github.com/AnalyticalGraphicsInc/cesium/issues/6461) except it is about 3d tiles vector.
launch the 3D Tiles Terrain Classification Sandcastle([https://cesiumjs.org/Cesium/Build/Apps/Sandcastle/?src=3D Tiles Terrain Classification.html](http://3D Tiles Terrain Classification))
go to a corner and zoom in to a view something like this:
… and Setting viewer.scene.logarithmicDepthBuffer = false; gets rid of the problem like issue6461.
- Temporal solution:
So I tried to test some code
insert "DISABLE_GL_POSITION_LOG_DEPTH " define for all vertexShader for 3d tiles(3d tilesPrimitive at Scene/Vector3DTilePrimitive.js) like issue6461
…
var vs = new ShaderSource({
defines : ['DISABLE_GL_POSITION_LOG_DEPTH '],
sources : [vsSource]
});
…
vs = new ShaderSource({
defines : ['DISABLE_GL_POSITION_LOG_DEPTH '],
sources : [VectorTileVS]
});
…
var pickVS = new ShaderSource({
defines : ['DISABLE_GL_POSITION_LOG_DEPTH '],
sources : [vsSource]
});
It works for me.
I hope this is reviewed and applied.
Thanks cesium team
shyoo.