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Improve visibility check in tileset traversal #7289

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merged 2 commits into from Dec 17, 2018
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lilleyse
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@lilleyse lilleyse commented Nov 28, 2018

This is a better way to set updateVisibilityFrame in the 3D Tiles traversal code which is used to limit the number of times a tile's visibility can be computed during each traversal.

The previous way had an edge case where the visibility frame would not get reset after a previous pass within the same frame if the tile's visibility was checked but it wasn't actually visited. This can happen with the cull-with-children-bounds optimization. I only hit this by calling pickFromRay after a pick, and it only happened sometimes.

  • CHANGES.md

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Thanks for the pull request @lilleyse!

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  • CHANGES.md was not updated.
    • If this change updates the public API in any way, please add a bullet point to CHANGES.md.

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lilleyse commented Dec 4, 2018

Updated CHANGES.md. I'm not really sure how to test this without going through a lot of trouble. In any case the behavior is nearly the same as before and all tests pass locally.

@ggetz can you review?

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ggetz commented Dec 17, 2018

Tested a few different tilesets with picking and behavior is the same, so I think this should be good to merge. Thanks @lilleyse !

@ggetz ggetz merged commit 2de1fe2 into master Dec 17, 2018
@lilleyse lilleyse deleted the fix-visibility-check branch December 17, 2018 22:21
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3 participants