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Occlusion issue with changes to log depth equation #8725
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It seems like the bug only happens when the scene is rendering two frustums. @kring any ideas? |
So the immediate problem is that, in the far frustum, the globe, depth plane, and centers of the points are rendered with a range ( |
Hmm ok so it's the opaque frustum near offset. For log depth, it adjusts the near plane by 10%, or in this example 10 million meters! So basically the depth values are just rubbish. When log depth is off, we only adjust the near plane by 0.01% instead of 10%, and if I change the code to do the same for log depth this bug goes away. @lilleyse (or anyone else) do you have any idea why we need such a huge near offset with log depth? Here's the line I'm referring to: Line 1611 in 740ef62
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@kring not sure, this was the last conversation on github about it #5851 (comment). I kinda took that change for granted. If 0.9999 works we should probably just switch. |
Issue:
When adding primitives that are far (at least 11000000 m in one axis) away from ellipsoid center, occlusion is broken.
This commit seems to have changed the behavior.
Sandcastle example:
Example
Browser: FF, Chrome
Operating System: Linux
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