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1 change: 1 addition & 0 deletions CHANGES.md
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,7 @@ Change Log
* Added ability to show tile urls in the 3D Tiles Inspector. [#5592](https://github.com/AnalyticalGraphicsInc/cesium/pull/5592)
* Added behavior to `Cesium3DTilesInspector` that selects the first tileset hovered over if no tilest is specified. [#5139](https://github.com/AnalyticalGraphicsInc/cesium/issues/5139)
* Added ability to provide a `width` and `height` to `scene.pick`. [#5602](https://github.com/AnalyticalGraphicsInc/cesium/pull/5602)
* Fixed issue where scene would blink when labels were added. [#5537](https://github.com/AnalyticalGraphicsInc/cesium/issues/5537)
* Fixed crash when using the `Cesium3DTilesInspectorViewModel` and removing a tileset [#5607](https://github.com/AnalyticalGraphicsInc/cesium/issues/5607)

### 1.35.2 - 2017-07-11
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21 changes: 12 additions & 9 deletions Source/Scene/Scene.js
Original file line number Diff line number Diff line change
Expand Up @@ -2145,13 +2145,11 @@ define([
executeCommands(scene, passState);

Camera.clone(savedCamera, camera);
} else if (mode !== SceneMode.SCENE2D || scene._mapMode2D === MapMode2D.ROTATE) {
executeCommandsInViewport(true, scene, passState, backgroundColor);
} else {
updateAndClearFramebuffers(scene, passState, backgroundColor);
if (mode !== SceneMode.SCENE2D || scene._mapMode2D === MapMode2D.ROTATE) {
executeCommandsInViewport(true, scene, passState);
} else {
execute2DViewportCommands(scene, passState);
}
execute2DViewportCommands(scene, passState);
}
}

Expand Down Expand Up @@ -2277,7 +2275,7 @@ define([
passState.viewport = originalViewport;
}

function executeCommandsInViewport(firstViewport, scene, passState) {
function executeCommandsInViewport(firstViewport, scene, passState, backgroundColor) {
var depthOnly = scene.frameState.passes.depth;

if (!firstViewport && !depthOnly) {
Expand All @@ -2290,9 +2288,14 @@ define([

createPotentiallyVisibleSet(scene);

if (firstViewport && !depthOnly) {
executeComputeCommands(scene);
executeShadowMapCastCommands(scene);
if (firstViewport) {
if (defined(backgroundColor)) {
updateAndClearFramebuffers(scene, passState, backgroundColor);
}
if (!depthOnly) {
executeComputeCommands(scene);
executeShadowMapCastCommands(scene);
}
}

executeCommands(scene, passState);
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