Implementing Materials on Terrain Polygons - A Blog Post

We just published a new blog post covering how we implemented accurate textured materials on terrain polygons in Cesium 1.46! Read about it here:

Materials for Polygons on Terrain and the Evils of Inverse Trigonometry

It’s common advice to limit the number of inverse trignometry function calls in your shaders for performance reasons, but it turns out it can also produce inconsistent and inaccurate results. Working around that presented a very interesting challenge. Feel free to post any questions or comments related to the article here!