Shaders and selected primitives in PostProcessStage

Hello Omar, I read discussion in the link, thank you. However, I was referring to a polygon primitive. So, as it was suggested there, I extended Primitive with pickIds, and the shader suddenly started working.

Cesium.defineProperties(Cesium.Primitive.prototype, {
pickIds: {
get: function() {
return this._pickIds;
}
}
});

``

However, this is a little hack, I think. So I will fill a bug for inclusion to Cesium if there is no side effect of this.

However, I have another question - is here any way how to recognize in the shader if the object is tileset (in general)? And also what type of tileset it is? I’m asking because we have some pointclouds and some shaders are crashing on pointclouds (I think it is this edge shader), so we have to turn off the whole shader.

Martin

Dne středa 4. prosince 2019 15:13:05 UTC+1 Omar Shehata napsal(a):