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Conflicts: Source/Core/PolygonGeometry.js
Finish WallGeometry
Polygon geometry
Source/Scene/Primitive.js
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Get rid of - or a single geometry instance -, This function has to take an array and it makes it sound like it can take a GeometryInstance object as well as an array.
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It can take a single GeometryInstance object as well as an array.
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Okay, then change {Array} to {Array | GeometryInstance} since that's how we normally document parameters that can be multiple things.
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Okay, I'm done my review. That was exhausting. 😉 I didn't look at the Specs too closely, but coverage looks good and we'll add additional specs to verify any future bugs we find. Let me know when you are done with all your changes and I can do final tests/confirmation before merging. Overall, this is awesome. Obviously there's going to be a lot of work to be done to leverage this at the higher-level (DynamicScene/CZML/GeoJSON/etc...) but this is a huge step to making Cesium even more awesome. Thanks guys. |
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@mramato This is ready for another review. |
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Does anyone else want to take a look at this? If I don't hear anything, or find any issues in the next 15 minutes or so, I think we're ready. |
Conflicts: CHANGES.md
Sandcastle example screenshot:
For context, read the draft tutorials. From the tutorials:
Also see the roadmap for an intro (slightly outdated) and future work.
From CHANGES.md:
CubeMapEllipsoidTessellatorwithEllipsoidGeometry.BoxTessellatorwithBoxGeometry.ExtentTessletaorwithExtentGeometry.PlaneTessellator. It was incomplete and not used.MeshFilterstoGeometryPipeline.MeshFilters.toWireframeInPlacetoGeometryPipeline.toWireframe.MeshFilters.mapAttributeIndices. It was not used.Context.createVertexArrayFromMeshtoContext.createVertexArrayFromGeometry. Likewise, renamedmeshconstructor property togeometry.ComponentDatatype.*.toTypedArraytoComponentDatatype.*.createTypedArray.Polygon.configureExtent. UseExtentPrimitiveinstead.Polygon.bufferUsage. It is no longer needed.heightandtextureRotationAnglearguments fromPolygonsetPositionsandconfigureFromPolygonHierarchyfunctions. UsePolygonheightandtextureRotationAngleproperties.PolygonPipeline.cleanUptoPolygonPipeline.removeDuplicates.PolygonPipeline.wrapLongitude. UseGeometryPipeline.wrapLongitudeinstead.heightparameter toBoundingSphere.fromExtent3D.heightparameter toExtent.subsample.ExtentPrimitive.GeometryandGeometryInstance. Added the following geometry types:PolygonGeometryExtentGeometryEllipseGeometryCircleGeometryWallGeometrySimplePolylineGeometryBoxGeometryEllipsoidGeometryAppearancePerInstanceColorAppearanceEllipsoidSurfaceAppearancePrimitive, which is a generic primitive that combines geometry instances and appearances.GeometryPipeline.combineto combine meshes for better batching.GeometryPipeline.computeNormalto compute normals for a geometry.GeometryPipeline.computeBinormalAndTangentto compute binormals and tangent vectors for a geometry.GeometryPipeline.wrapLongitudeto split geometry across the International Date Line.GeometryPipeline.createLineSegmentsForVectorsandcreateTangentSpaceDebugPrimitivefor debugging.PolylinePipeline.removeDuplicates.barycentricCoordinatesto compute the barycentric coordinates of a point in a triangle.BoundingSphere.fromEllipsoid.BoundingSphere.projectTo2D.Extent.fromDegrees.czm_tangentToEyeSpaceMatrixbuilt-in GLSL function.configureFromPolygonHierarchy.@bagnell - with some help from @hpinkos - will do the changes needed to merge this. I'm moving on to models. There are still a few outstanding changes that will be part of this:
faceForward, which look wrong in the Sandcastle example.Other features - like extruded polygons and extents, and performance improvements (all in the near-term section of the roadmap) - will be separate pull requests.
The draft tutorials will be finalized and published on the blog in August after b19.