xeolabs
xeolabs
Only when building scenes using the ````Geometry````, ````Node````, ````Mesh```` components will you lose control over the visibility of backfaces. That's by design, because we rarely want to slice open things...
Currently, ````xeokit-convert```` (````XKTModel````, ````convert2xkt```` etc) automatically checks if geometries are closed or open and generates "solid" vs "surface" primitives in the XKT accordingly. That allows the xeokit Viewer to decide...
@juho-ylikyla I found the issue - within the ray-picking logic, we generate view and projection matrices from the ray, which we use in the picking shader. I'm deriving the project...
@juho-ylikyla I've published a fix in xeokit-sdk 2.0.0-beta.26 - let me know if that fixes this one..
It seems there are some times when the picking does not work, not sure why. https://xeokit.github.io/xeokit-sdk/examples/picking_surface_canvas_precision.html I will continue to debug, because we need this to work robustly. I'm going...
PS I think your test is fine - if it's OK, I've included it in the examples collection (see link above), but not linked from the index yet.
PR would be welcome!
Some info for anyone willing to contribute a fix: This is not a bug in xeokit code, and seems to be introduced by one of the ````loaders.gl```` libraries, which are...
@mvalero I just did a text search for "ascify-image" within the xeokit-sdk ````./src```` and ````./node_modules```` found it in the ````loaders.gl```` core library. I suspect it's either a loaders.gl compatibility with...
This is not a bug with xeokit SDK, instead the reason is that anti-aliasing is performed by WebGL in a way that does not allow us to get those antialiased...