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fix: remove skeleton double rendering in browse pass#161

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afonsobspinto merged 10 commits into
refactor/review-skeletons-logicfrom
fix/skeleton-double-rendering
May 14, 2026
Merged

fix: remove skeleton double rendering in browse pass#161
afonsobspinto merged 10 commits into
refactor/review-skeletons-logicfrom
fix/skeleton-double-rendering

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@seankmartin
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The core piece of this is to have a cullPosition set in the vertex shader as a non flat varying so that it is interpolated across fragments in between the nodes. Then setting up uniforms for chunk bounds for each chunk and comparing in the fragment shader the cull pos against these chunk bounds - and discarding based on that.

However, there is a bit of changes needed through the frontend to correctly route all this information. On the bright side, it also fixes the wireframe rendering vis too.

Had considered using glCullDistance but seems that with our custom line rendering this might be likely to cause issues

@seankmartin seankmartin changed the title Fix: remove skeleton double rendering in browse pass fix: remove skeleton double rendering in browse pass May 13, 2026
this allows us to be more maintainable. This bug stemmed from the isReady using a
different path for chunk manage then the rendering did
fix: correct isReady check on spatial skeleton layers
feat: add saturation support and seg higlight to spatial skeleton render
@afonsobspinto afonsobspinto merged commit 4f7b6fa into refactor/review-skeletons-logic May 14, 2026
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