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Splat shader #12364
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Splat shader #12364
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interesting scaling decomposed covariance
fragment shader impl
need to get instanced drawarrays working
…loading. Setup for instanced rendering of quads
Attempting to fix splat scaling
new uniforms for camera data, no more computing in vertex shader renamed splat stage define
some clean up
correctly uses viewProjection when sorting
prop cleanup
shader tweaks
updates to load meshopt splats
removing legacy _opacity attribute support
Sorting no longer occurs during the Gaussian texture pipeline. Texture path shaders simplified and optimized. (Should migrate if attribute pipeline stays). Migrating to proper task processor workers for sorting and texture generation Lots of clean up.
Thank you for the pull request, @keyboardspecialist! Welcome to the Cesium community! In order for us to review your PR, please complete the following steps:
Review Pull Request Guidelines to make sure your PR gets accepted quickly. |
Hi @keyboardspecialist! I can confirm we have a CLA on file for you. The first step here will be merging in |
@keyboardspecialist I'm bumping my comment above, as it's preventing us from being able to effectively review this PR. If you have any questions or concerns, please let us know! Meanwhile, I did leave a review on CesiumGS/cesium-wasm-utils#1, which encapsulates the wasm aspect of this feature. |
Description
Opening as a draft as some things are still in progress, and this is a long running feature branch.
This adds support for rendering Gaussian splats from 3D Tiles 1.1 using a proposed draft extension here
description in progress
Support added for integer textures with pixel formats R32UI/R32I, RG32UI/RG32I, RGB32UI/RGB32I.
Issue number and link
Testing plan
TBD. Will include a sandcastle.
Author checklist
CONTRIBUTORS.md
CHANGES.md
with a short summary of my change