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Author SHA1 Message Date
dependabot[bot] 37313e66a7
Merge e2870db626 into ee2b3813b2 2025-11-22 21:17:11 +08:00
3 changed files with 12 additions and 31 deletions

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@ -1,12 +1,11 @@
# Change Log
## 1.136 - 2025-12-01
## 1.136
### @cesium/engine
#### Fixes :wrench:
- Fixed depth testing bug with billboards and labels clipping through models [#13012](https://github.com/CesiumGS/cesium/issues/13012)
- Billboards using `imageSubRegion` now render as expected. [#12585](https://github.com/CesiumGS/cesium/issues/12585)
- Improved scaling of SVGs in billboards [#13020](https://github.com/CesiumGS/cesium/issues/13020)
- Fixed unexpected outline artifacts around billboards [#13038](https://github.com/CesiumGS/cesium/issues/13038)

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@ -34,7 +34,6 @@ import SDFSettings from "./SDFSettings.js";
import TextureAtlas from "../Renderer/TextureAtlas.js";
import VerticalOrigin from "./VerticalOrigin.js";
import Ellipsoid from "../Core/Ellipsoid.js";
import WebGLConstants from "../Core/WebGLConstants.js";
const SHOW_INDEX = Billboard.SHOW_INDEX;
const POSITION_INDEX = Billboard.POSITION_INDEX;
@ -2040,8 +2039,7 @@ BillboardCollection.prototype.update = function (frameState) {
) {
this._rsOpaque = RenderState.fromCache({
depthTest: {
enabled: true,
func: WebGLConstants.LESS,
enabled: false,
},
depthMask: true,
});
@ -2061,10 +2059,7 @@ BillboardCollection.prototype.update = function (frameState) {
) {
this._rsTranslucent = RenderState.fromCache({
depthTest: {
enabled: true,
func: useTranslucentDepthMask
? WebGLConstants.LEQUAL
: WebGLConstants.LESS,
enabled: false,
},
depthMask: useTranslucentDepthMask,
blending: BlendingState.ALPHA_BLEND,

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@ -131,9 +131,7 @@ void doThreePointDepthTest(float eyeDepth, bool applyTranslate) {
}
#endif
// Extra manual depth testing is done to allow more control over how a billboard is occluded
// by the globe when near and far from the camera.
void doDepthTest(float globeDepth) {
void doDepthTest() {
float temp = v_compressed.y;
temp = temp * SHIFT_RIGHT1;
float temp2 = (temp - floor(temp)) * SHIFT_LEFT1;
@ -158,10 +156,14 @@ void doDepthTest(float globeDepth) {
}
#endif
// Automatic depth testing of billboards is disabled (@see BillboardCollection#update).
// Instead, we do one of two types of manual depth tests (potentially in addition to the test above), depending on the camera's distance to the billboard fragment.
// If we're far away, we just compare against a flat, camera-facing depth-plane at the ellipsoid's center.
// If we're close, we compare against the globe depth texture (which includes depth from the 3D tile pass).
if (globeDepth == 0.0) return; // Not on globe
vec2 fragSt = gl_FragCoord.xy / czm_viewport.zw;
float globeDepth = getGlobeDepthAtCoords(fragSt);
if (globeDepth == 0.0) return; // Not on globe
float distanceToEllipsoidCenter = -length(czm_viewerPositionWC); // depth is negative by convention
float testDistance = (eyeDepth > -u_coarseDepthTestDistance) ? globeDepth : distanceToEllipsoidCenter;
if (eyeDepth < testDistance) {
@ -173,10 +175,7 @@ void main()
{
if (v_splitDirection < 0.0 && gl_FragCoord.x > czm_splitPosition) discard;
if (v_splitDirection > 0.0 && gl_FragCoord.x < czm_splitPosition) discard;
vec2 fragSt = gl_FragCoord.xy / czm_viewport.zw;
float globeDepth = getGlobeDepthAtCoords(fragSt);
doDepthTest(globeDepth);
doDepthTest();
vec4 color = texture(u_atlas, v_textureCoordinates);
@ -244,18 +243,6 @@ void main()
out_FragColor = color;
#ifdef LOG_DEPTH
// If we've made it here, we passed our manual depth test, above. But the automatic depth test will
// still run, and some fragments of the billboard may clip against the globe. To prevent that,
// ensure the depth value we write out is in front of the globe depth.
float depthArg = v_depthFromNearPlusOne;
if (globeDepth != 0.0) { // On the globe
float globeDepthFromNearPlusOne = (-globeDepth - czm_currentFrustum.x) + 1.0;
float nudge = max(globeDepthFromNearPlusOne * 5e-6, czm_epsilon7);
float globeOnTop = max(1.0, globeDepthFromNearPlusOne - nudge);
depthArg = min(depthArg, globeOnTop);
}
czm_writeLogDepth(depthArg);
czm_writeLogDepth();
#endif
}