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Fixed additional texture rotation issue. See Issue #2737. #4515
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Keeping up to date with master
@dwhipps I don't think this is the right solution. var viewer = new Cesium.Viewer('cesiumContainer');
var rectangle = Cesium.Rectangle.fromDegrees(-86.69777, 30.03883, -76.69777, 40.03883);
var stRotation = Cesium.Math.toRadians(0.0);
var rotation = Cesium.Math.toRadians(30);
viewer.entities.add({
rectangle: {
coordinates: rectangle,
material: '../images/Cesium_Logo_Color.jpg',
rotation: rotation,
stRotation: stRotation
}
}); |
Hmm. Fair enough. That doesn't look right. I'll check it out. |
Keeping up to date with master
Hannah, Try this (notice the very small but non-zero texture rotation):
|
@hpinkos @jorpiell @pjcozzi Why would there be such a drastic difference between stRotation = 0.0 and stRotation ALMOST 0.0? I can't see anywhere Cesium is checking for stRotation == 0.0 or where we might be making the mistake of e.g.
Anyone? I feel like I'm pretty close here, but could use another pair of eyes on this. |
…is fixes everything, I would love to know.
Keeping up to date with master
Both @hpinkos and @dwhipps are right: in master, the rotation with the angle 0.0 doesn't fails because the pull request that @dwhipps did has not been pushed yet. But in master, the rotation problem has not been fixed yet. Have a look to the pull request #4535. It includes the minimum changes that work with all the previous use cases and it also works when the angle is 0. |
… feature/texture-rotation Keeping up to date with master.
@hpinkos I think we need someone at AGI to take the reins on this one. Some combination of the pull requests should finish this off. Is there someone there who can do that? I'm not sure how else I can contribute. |
Keeping up to date with master branch
@hpinkos Any further thoughts on this? Technically this is still broken on master branch. |
@hpinkos Looks good! Thanks. |
Fixes remaining texture rotation issue #2737 .