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i3dm renders incorrectly when model has non-identity matrix
When the transformation matrix of the glTF node of i3dm is not the identity matrix, the calculation of the bounding sphere of the model(scene graph/primitive/draw command) is wrong, causing the far and near planes of the viewing cone to be smaller than expected, and finally the pixels outside the bounding sphere are discarded in the fragment shader(writeLogDepth.glsl).
Screenshot:
https://user-images.githubusercontent.com/22176164/226557527-dbdad565-b8fc-4ee7-8f43-d4ead14cfa95.mp4
Sandcastle example: url
Browser: Google Chrome 111.0.5563.65
Operating System: Windows 10