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The voxel code allows for creating infinitely thin shapes, which is a handy feature for inspecting individual slices of voxel data. There are some artifacts though:
When making a shape infinitely thin via min/maxBounds it always renders the front side. Instead it should render just the side that was hit. This happens for most shape types. Note: this bug only happens for min/maxBounds, not min/maxClippingBounds. See message previously in convertUvToEllipsoid.glsl:
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_HEIGHT_FLAT)
// TODO: This breaks down when minBounds == maxBounds. To fix it, this
// function would have to know if ray is intersecting the front or back of the shape
// and set the shape space position to 1 (front) or 0 (back) accordingly.
float height = 1.0;
Ellipsoids only render one side of the shape when the latitude range is zero. This happens for both min/maxBounds and min/maxClippingBounds.
The text was updated successfully, but these errors were encountered:
The voxel code allows for creating infinitely thin shapes, which is a handy feature for inspecting individual slices of voxel data. There are some artifacts though:
min/maxBounds
it always renders the front side. Instead it should render just the side that was hit. This happens for most shape types. Note: this bug only happens formin/maxBounds
, notmin/maxClippingBounds
. See message previously inconvertUvToEllipsoid.glsl
:min/maxBounds
andmin/maxClippingBounds
.The text was updated successfully, but these errors were encountered: