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Fix styling + flight destination bug #8622

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merged 2 commits into from
Feb 19, 2020
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lilleyse
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Fixes #8618

Fixes two places where 3D Tiles code uses frameState.passes.render instead of the 3D Tiles-specific passOptions.render. Without this change the preload flight pass interferes with the style engine's dirty flag which is only supposed to be set to false in the render pass. The change in applyDebugSettings is not related to #8618 but was a similar type of bug.

@lilleyse lilleyse force-pushed the style-with-flight-fix branch from 9d52aa1 to 15d8967 Compare February 19, 2020 03:40
@@ -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.

@mramato
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mramato commented Feb 19, 2020

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!

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loshjawrence commented Feb 19, 2020

These were all the places I saw framestate.passes.render in master (grepping from root)

Source/Scene/Batched3DModel3DTileContent.js|468| 45:        if ((commandStart < commandEnd) && (frameState.passes.render || frameState.passes.pick) && !defined(tileset.classificationType)) {
Source/Scene/SkyBox.js|108| 14:        if (!frameState.passes.render) {
Source/Scene/Instanced3DModel3DTileContent.js|465| 45:        if ((commandStart < commandEnd) && (frameState.passes.render || frameState.passes.pick)) {
Source/Scene/Scene.js|2866| 26:        var renderPass = frameState.passes.render;
Source/Scene/Scene.js|3264| 9:        frameState.passes.render = true;
Source/Scene/SkyAtmosphere.js|153| 14:        if (!frameState.passes.render) {
Source/Scene/Sun.js|124| 14:        if (!frameState.passes.render) {
Source/Scene/Globe.js|718| 13:        if (frameState.passes.render) {
Source/Scene/Globe.js|818| 13:        if (frameState.passes.render) {
Source/Scene/Cesium3DTile.js|1215| 14:        if (!frameState.passes.render) {
Source/Scene/Primitive.js|1820| 15:            (!frameState.passes.render && !frameState.passes.pick)) {
Source/Scene/Cesium3DTileStyleEngine.js|40| 13:        if (frameState.passes.render) {

Specs/createFrameState.js|28| 9:        frameState.passes.render = true;
Specs/Scene/ClassificationPrimitiveSpec.js|319| 9:        frameState.passes.render = false;
Specs/Scene/SkyAtmosphereSpec.js|152| 15:        scene.frameState.passes.render = false;
Specs/Scene/ImageryLayerCollectionSpec.js|268| 19:            scene.frameState.passes.render = true;
Specs/Scene/Cesium3DTilesetHeatmapSpec.js|30| 15:        scene.frameState.passes.render = true;
Specs/Scene/PointCloud3DTileContentSpec.js|55| 15:        scene.frameState.passes.render = true;
Specs/Scene/GroundPrimitiveSpec.js|331| 9:        frameState.passes.render = false;
Specs/Scene/SkyBoxSpec.js|101| 15:        scene.frameState.passes.render = false;
Specs/Scene/SunSpec.js|81| 15:        scene.frameState.passes.render = false;
Specs/Scene/PrimitiveSpec.js|75| 15:        scene.frameState.passes.render = true;
Specs/Scene/PrimitiveSpec.js|253| 9:        frameState.passes.render = false;
Specs/Scene/GroundPolylinePrimitiveSpec.js|295| 9:        frameState.passes.render = false;
Specs/Scene/Cesium3DTileSpec.js|341| 19:            scene.frameState.passes.render = true;

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?

@lilleyse
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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 passes.render as well and any other usages in 3D Tiles code is to help update / push commands which should work regardless of the 3D Tiles pass. There's a bigger cleanup effort needed for the concept of "passes" in Cesium, but that's for later.

@loshjawrence loshjawrence merged commit 47b0fb9 into master Feb 19, 2020
@loshjawrence loshjawrence deleted the style-with-flight-fix branch February 19, 2020 14:48
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Updating 3D Tiles style doesn't always update existing tiles
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