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Fix styling + flight destination bug #8622
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Source/Scene/Cesium3DTile.js
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@@ -1320,10 +1320,11 @@ import TileOrientedBoundingBox from './TileOrientedBoundingBox.js'; | |||
* | |||
* @private | |||
*/ | |||
Cesium3DTile.prototype.update = function(tileset, frameState) { | |||
Cesium3DTile.prototype.update = function(tileset, frameState, passOptions) { | |||
console.log(passOptions); |
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I was noticing absolutely terrible FPS and got scared that this was one of those "fix a bug, hurt performance" issues, but then I realized this stray console.log is destroying Sandcastle.
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Sorry should have caught that. Fixed now.
I can confirm this fixes the issue and overall styling switches during flights feel much more "instant" now compared to before. I'll let @loshjawrence review and merge. Thanks! |
These were all the places I saw framestate.passes.render in master (grepping from root)
Just to confirm, we only care to use passOptions.render in tileset and tile code since they are aware of traversal passes and the other files don't care about traversal passes, correct? |
Yeah that's right. I checked for all occurrences of |
Fixes #8618
Fixes two places where 3D Tiles code uses
frameState.passes.render
instead of the 3D Tiles-specificpassOptions.render
. Without this change the preload flight pass interferes with the style engine's dirty flag which is only supposed to be set tofalse
in the render pass. The change inapplyDebugSettings
is not related to #8618 but was a similar type of bug.