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HARP-10881: Support partial disabling of building edges #1721
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@@ Coverage Diff @@
## master #1721 +/- ##
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- Coverage 64.11% 64.10% -0.01%
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Files 279 279
Lines 25310 25328 +18
Branches 5708 5719 +11
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+ Hits 16227 16237 +10
- Misses 9083 9091 +8
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@@ -177,7 +178,7 @@ function mapViewFeaturesRenderingTest( | |||
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const grid = new THREE.GridHelper(gridSize, gridDivisions, 0xff0000, 0x00ff00); | |||
grid.geometry.rotateX(Math.PI / 2); | |||
(grid as MapAnchor).geoPosition = position; | |||
(grid as MapAnchor).anchor = position; |
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This just removes an annoying deprecation warning
@@ -931,6 +931,7 @@ export class TileGeometryCreator { | |||
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if (renderDepthPrePass) { | |||
const depthPassMesh = createDepthPrePassMesh(object as THREE.Mesh); | |||
this.addUserData(tile, srcGeometry, technique, depthPassMesh); |
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why do we need user data for depth prepass meshes?
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b/c we also need to generate the appropriate draw calls for the enabled buildings in the depth-pre-pass.
Visually it makes no difference but the depth buffer would be polluted with all buildings (instead of only the enabled ones) and that might break usecases that rely on a proper depth buffer (e.g. car position marker).
Nevertheless, you have a point that we could reuse the userData from the "main" mesh so we would also avoid to re-compute the draw ranges again. Same for the outlines.
I will create a dedicated ticket for that.
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Thinking about it again, it should even make a difference visually in a highly tilted view. Unfortunately that's not covered by our testcases
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