Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Polygon on Terrain #2618

Closed
wants to merge 17 commits into from
Closed

Polygon on Terrain #2618

wants to merge 17 commits into from

Conversation

bagnell
Copy link
Contributor

@bagnell bagnell commented Apr 1, 2015

NOTE: This is not ready to merge. Opening for early review. The PR is into the globe-depth branch so those files are not seen in the diff.

  • Artifact when zoomed inside the shadow volume
  • Hook up batching (trivial once the artifact is fixed)
  • Generate texture coordinates in fragment shader
  • Documentation
  • Tests
  • Sandcastle example

Development Sandcastle example

@@ -163,6 +163,7 @@ define([
if (!defined(globeDepth._clearColorCommand)) {
globeDepth._clearColorCommand = new ClearCommand({
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Can we rename this since it clears more than color now?

@pjcozzi
Copy link
Contributor

pjcozzi commented Apr 1, 2015

Part of #2172.


var that = this;
this._uniformMap = {
centralBodyMinimumAltitude : function() {
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Can we replace "central body" with "globe" throughout?

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Also, something like czm_globeMinimumHeight could be a good automatic uniform (get the data from the scene's globe's ellipsoid).

{
vec4 position = czm_translateRelativeToEye(positionHigh, positionLow);

float delta = 1.0; // TODO: moving the vertex is a function of the view
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

And a function of the terrain geometric LOD.

@pjcozzi
Copy link
Contributor

pjcozzi commented Apr 1, 2015

@bagnell I did not run the code, but that is my first round of comments. Do you want me to look at anything else before/while you make the next round of changes?

@pjcozzi
Copy link
Contributor

pjcozzi commented Apr 12, 2015

@bagnell not sure if I mentioned this yet, but I think it is worth having two shaders: a fast one for when the viewer is outside of the volume, and a slower/robust one for when the viewer is inside.

@pjcozzi
Copy link
Contributor

pjcozzi commented May 28, 2015

@bagnell I'm closing this so we can delete the globe-depth branch. I'll link to this from #2172 so we can refer to it. Open a new PR to master when this is ready.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants