mirror of
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fix(render): keep Cesium's model atmosphere off Apple Metal
iPad and iPhone show "An error occurred while rendering. Rendering has
stopped." on load. Cesium's AtmosphereStageVS calls
czm_computeGroundAtmosphereScattering with its `out` parameters bound
directly to varyings:
czm_computeGroundAtmosphereScattering(
v_positionWC, lightDirection,
v_atmosphereRayleighColor, v_atmosphereMieColor,
v_atmosphereOpacity);
ANGLE's Metal backend wraps each `out` argument in an ANGLE_out(...)
helper taking `thread T &`, but vertex-output members live in
`__metal_generic` and cannot bind to `thread`, so the program fails to
LINK and Cesium tears down the render loop.
This is the only shader in Cesium that binds varyings to `out` params --
SkyAtmosphere (czm_computeScattering) and the ground-atmosphere fragment
path both route through locals, so they are unaffected and stay on.
ModelSceneGraph.configurePipeline attaches the stage under a single
condition, `fog.enabled && fog.renderable`, so clearing `fog.renderable`
keeps the broken program from ever being built.
`renderable` rather than `enabled` is deliberate: Fog.update returns
early when `enabled` is false and forfeits the density that drives 3D
Tiles screen-space-error scaling, and visualSettings saves/restores
`fog.enabled` around IR boost, which would resurrect the broken shader
mid-session.
Detection is a WebGL2 link probe of the same out-param/varying pattern,
so a future driver fix silently restores the effect with no code change,
OR'd with iOS/iPadOS platform detection as a backstop for when no probe
context can be created. iPadOS desktop mode is identified by the
Macintosh UA token plus maxTouchPoints > 1, since real Macs report zero
and navigator.platform is deprecated.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01HoRD3yHVgfTHeikTmsUoHf
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@@ -103,6 +103,18 @@
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Add feed provenance to analyst/view answers and HUD context while retaining existing response fields and runner ownership (Matt Van Horn, #347).
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Analyst records for loaded satellites, datacenters and dams, with explicit bounded count/rank coverage (Matt Van Horn, #351).
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- Render on iPad and iPhone instead of stopping with "An error occurred while
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rendering." Cesium's per-vertex model atmosphere binds shader `out`
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parameters directly to varyings, which Apple's Metal/ANGLE backend cannot
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link, so the program failed and the render loop was torn down. The stage is
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now kept out of the pipeline on affected devices by clearing
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`scene.fog.renderable`, which leaves `fog.enabled` — and the fog density that
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drives 3D Tiles refinement — untouched. Detection is a WebGL2 link probe of
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the same pattern, so a future driver fix restores the effect with no code
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change, with iOS/iPadOS detection as a backstop. Sky atmosphere and the
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ground-atmosphere fragment path route through locals and are unaffected.
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`src/app/atmosphereCompat.test.mjs` pins the probe, the platform matrix and
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the `renderable`-not-`enabled` choice.
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- Remove the spurious scrollbars that appeared on both panel stacks at narrow
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widths (720px and below) as soon as a panel was expanded. The stacks scroll
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@@ -664,6 +664,24 @@ snapshots, lifecycle actions and row descriptors. Remount and teardown remove
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listeners and row subscriptions; obsolete completions do not repaint old rows.
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The clear control presents busy state while its existing action owns the transaction.
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## Model atmosphere on Apple Metal
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Cesium's per-vertex model atmosphere is kept out of the pipeline on devices
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whose driver cannot link it. `AtmosphereStageVS` binds shader `out` parameters
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directly to varyings, which ANGLE's Metal backend rejects at link time, tearing
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down the render loop on iPadOS and iOS. `ModelSceneGraph.configurePipeline`
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attaches that stage only when `fog.enabled && fog.renderable`, so the viewer
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clears `scene.fog.renderable` and leaves `fog.enabled` — and the fog density
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that drives 3D Tiles screen-space-error scaling — intact. Sky atmosphere and the
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ground-atmosphere fragment path route through locals and are unaffected.
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Detection is a WebGL2 link probe of the same out-parameter/varying pattern, so a
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future driver fix restores the effect with no code change; iOS/iPadOS platform
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detection is the backstop for when no probe context can be created. Applied
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during viewer construction, before any tile builds a draw command.
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## Map Source control ownership
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Map Source controls own chip listeners, source-state subscriptions and selection
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@@ -31,6 +31,7 @@
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"src/app/mapLifecycle.test.mjs",
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"src/app/startupCamera.test.mjs",
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"src/app/viewer.js",
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"src/app/atmosphereCompat.test.mjs",
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"src/standalone/application.js",
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"src/standalone/controls.js",
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"src/standalone/data.js",
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@@ -20,7 +20,7 @@
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},
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"viewer": {
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"exports": ["./application/viewer"],
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"modules": ["src/app/viewer.js"],
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"modules": ["src/app/viewer.js", "src/app/atmosphereCompat.js"],
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"external": ["cesium"]
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},
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"vite-build": {
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@@ -1287,6 +1287,7 @@
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"src/app/surfaceServices.js",
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"src/app/tools.js",
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"src/app/viewer.js",
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"src/app/atmosphereCompat.js",
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"src/bloom.js",
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"src/camera.js",
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"src/cameraVerbs.js",
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@@ -0,0 +1,177 @@
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/**
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* Workaround for Apple's Metal/ANGLE shader translator rejecting Cesium's
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* per-vertex model atmosphere.
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*
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* Cesium's `AtmosphereStageVS` calls a function whose `out` parameters are
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* bound DIRECTLY to varyings:
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*
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* czm_computeGroundAtmosphereScattering(
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* v_positionWC, lightDirection,
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* v_atmosphereRayleighColor, v_atmosphereMieColor, v_atmosphereOpacity);
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*
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* ANGLE's Metal backend wraps each `out` argument in an `ANGLE_out(...)`
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* helper that takes a `thread T &`. Vertex-output struct members live in
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* `__metal_generic`, which cannot bind to `thread`, so the program fails to
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* LINK (not compile) and Cesium tears the render loop down:
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*
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* RuntimeError: Program failed to link. ... MSL compilation error:
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* reference to type 'thread float3' could not bind to an lvalue of type
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* '__metal_generic float3'
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*
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* This is the only shader in Cesium that binds varyings to `out` params --
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* SkyAtmosphere and the ground-atmosphere fragment path both route through
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* locals first, so they are unaffected and stay on.
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*
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* Cesium attaches that stage in `ModelSceneGraph.configurePipeline` under a
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* single condition:
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*
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* const fogRenderable = frameState.fog.enabled && frameState.fog.renderable;
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* if (fogRenderable) modelPipelineStages.push(AtmospherePipelineStage);
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*
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* so clearing `scene.fog.renderable` keeps the broken stage out of the
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* pipeline entirely -- the program is never built, so it cannot fail to link.
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*
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* We clear `renderable` rather than `enabled` deliberately:
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* - `Fog.update` still computes fog density when only `renderable` is off,
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* preserving the distance-based screen-space-error scaling that governs
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* 3D Tiles refinement. Clearing `enabled` returns early and forfeits it.
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* - `visualSettings.js` saves and restores `scene.fog.enabled` around IR
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* boost. Parking our fix on `enabled` would let that restore resurrect
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* the broken shader mid-session; `renderable` is orthogonal to it.
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*
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* @module app/atmosphereCompat
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*/
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/** Minimal vertex shader reproducing the exact out-param-to-varying bind. */
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const PROBE_VERTEX_SHADER = `#version 300 es
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precision highp float;
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in vec3 a_position;
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out vec3 v_probe;
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void writeOut(out vec3 value) { value = vec3(1.0); }
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void main() {
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writeOut(v_probe);
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gl_Position = vec4(a_position, 1.0);
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}`;
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const PROBE_FRAGMENT_SHADER = `#version 300 es
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precision highp float;
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in vec3 v_probe;
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out vec4 fragColor;
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void main() { fragColor = vec4(v_probe, 1.0); }`;
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/**
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* True when the user agent is iOS or iPadOS.
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*
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* iPadOS 13+ defaults to desktop-mode browsing and reports `MacIntel` with no
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* iPad token, so it is identified by touch points instead -- real Macs report
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* `maxTouchPoints` of 0, including Apple Silicon ones that also claim
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* `MacIntel`. Brave/Chrome/Firefox on iOS are all WebKit underneath and share
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* the same Metal backend, so matching the platform rather than the browser is
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* what we want.
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*/
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export function isAppleMobilePlatform(navigatorLike = globalThis.navigator) {
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if (!navigatorLike) return false;
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const ua = String(navigatorLike.userAgent || '');
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if (/\b(iPad|iPhone|iPod)\b/.test(ua)) return true;
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// Desktop-mode iPadOS presents as a Mac. What separates it from a real Mac
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// is touch: Macs report 0 touch points, including Apple Silicon ones that
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// also claim `MacIntel`. `navigator.platform` is deprecated and may be
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// empty, so the UA's Macintosh token is accepted as an equal signal rather
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// than relying on platform alone.
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const platform = String(navigatorLike.platform || '');
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const macLike =
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platform === 'MacIntel' ||
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platform === 'MacARM' ||
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/\bMacintosh\b/.test(ua);
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const touchPoints = Number(navigatorLike.maxTouchPoints) || 0;
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return macLike && touchPoints > 1;
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}
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/**
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* Link the probe program and report whether the driver rejects the pattern.
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*
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* Returns `false` when WebGL2 is unavailable so that a missing context is
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* never mistaken for a broken driver -- Cesium has its own handling for that,
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* and the caller still falls back to platform detection.
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*/
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export function probeOutParamVaryingLinkFailure(gl) {
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if (!gl) return false;
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const vs = gl.createShader(gl.VERTEX_SHADER);
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const fs = gl.createShader(gl.FRAGMENT_SHADER);
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const program = gl.createProgram();
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if (!vs || !fs || !program) return false;
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try {
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gl.shaderSource(vs, PROBE_VERTEX_SHADER);
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gl.compileShader(vs);
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gl.shaderSource(fs, PROBE_FRAGMENT_SHADER);
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gl.compileShader(fs);
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// A compile failure here is not the bug we are probing for: the driver
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// rejects this pattern at LINK time, after both stages compile cleanly.
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if (
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!gl.getShaderParameter(vs, gl.COMPILE_STATUS) ||
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!gl.getShaderParameter(fs, gl.COMPILE_STATUS)
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)
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return false;
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gl.attachShader(program, vs);
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gl.attachShader(program, fs);
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gl.linkProgram(program);
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return !gl.getProgramParameter(program, gl.LINK_STATUS);
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} catch {
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return false;
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} finally {
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gl.deleteShader(vs);
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gl.deleteShader(fs);
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gl.deleteProgram(program);
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}
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}
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/** Build a throwaway WebGL2 context for the probe, or null if unavailable. */
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function defaultProbeContext() {
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try {
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const canvas =
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typeof OffscreenCanvas === 'function'
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? new OffscreenCanvas(1, 1)
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: globalThis.document?.createElement('canvas');
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return canvas?.getContext('webgl2') ?? null;
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} catch {
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return null;
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}
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}
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/**
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* Decide whether the per-vertex model atmosphere must be kept out of the
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* pipeline on this device.
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*
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* The probe is authoritative when it fires, so a future driver fix silently
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* restores the effect without a code change. Platform detection is the
|
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* backstop for the case where no context can be created -- on Apple mobile a
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* link failure is fatal and unrecoverable, so we would rather lose fog than
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* gamble the whole render loop on the probe having run.
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*/
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export function shouldDisableModelAtmosphere({
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navigatorLike = globalThis.navigator,
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createProbeContext = defaultProbeContext,
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} = {}) {
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const gl = createProbeContext();
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if (gl) {
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if (probeOutParamVaryingLinkFailure(gl)) return true;
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// Probe ran and the driver accepted the pattern. Apple mobile is still
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// quarantined: the probe program is far simpler than Cesium's, and a
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// false negative there costs the entire scene.
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return isAppleMobilePlatform(navigatorLike);
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}
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return isAppleMobilePlatform(navigatorLike);
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}
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/**
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* Keep Cesium's broken model-atmosphere stage out of the pipeline.
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*
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* Returns true when the workaround was applied. Safe to call on any scene;
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* scenes without a fog object are left untouched.
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*/
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export function applyModelAtmosphereWorkaround(scene, options = {}) {
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if (!scene?.fog) return false;
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if (!shouldDisableModelAtmosphere(options)) return false;
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scene.fog.renderable = false;
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return true;
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}
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@@ -0,0 +1,209 @@
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import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import {
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isAppleMobilePlatform,
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probeOutParamVaryingLinkFailure,
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shouldDisableModelAtmosphere,
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applyModelAtmosphereWorkaround,
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} from './atmosphereCompat.js';
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const IPAD_OS12 = {
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userAgent:
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'Mozilla/5.0 (iPad; CPU OS 12_5 like Mac OS X) AppleWebKit/605.1.15',
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platform: 'iPad',
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maxTouchPoints: 5,
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};
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// iPadOS 13+ desktop mode: no iPad token, reports as a Mac.
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const IPAD_DESKTOP_MODE = {
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userAgent:
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'Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/605.1.15',
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platform: 'MacIntel',
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maxTouchPoints: 5,
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};
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const MAC_DESKTOP = {
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userAgent:
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'Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/605.1.15',
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platform: 'MacIntel',
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maxTouchPoints: 0,
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};
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const LINUX_DESKTOP = {
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userAgent: 'Mozilla/5.0 (X11; Linux x86_64) AppleWebKit/537.36 Chrome/141',
|
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platform: 'Linux x86_64',
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maxTouchPoints: 0,
|
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};
|
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|
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/** Minimal GL double. `linkOk: false` mimics the Metal translator's refusal. */
|
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function fakeGl({ linkOk = true, compileOk = true, throwOn = null } = {}) {
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const deleted = { shaders: 0, programs: 0 };
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return {
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deleted,
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VERTEX_SHADER: 1,
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FRAGMENT_SHADER: 2,
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COMPILE_STATUS: 3,
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LINK_STATUS: 4,
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createShader: () => ({}),
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createProgram: () => ({}),
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shaderSource() {
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if (throwOn === 'shaderSource') throw new Error('context lost');
|
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},
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compileShader() {},
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attachShader() {},
|
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linkProgram() {},
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getShaderParameter: () => compileOk,
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getProgramParameter: () => linkOk,
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deleteShader: () => (deleted.shaders += 1),
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deleteProgram: () => (deleted.programs += 1),
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};
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}
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test('identifies iPadOS in both legacy and desktop-mode guises', () => {
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assert.equal(isAppleMobilePlatform(IPAD_OS12), true);
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assert.equal(isAppleMobilePlatform(IPAD_DESKTOP_MODE), true);
|
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});
|
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|
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test('does not mistake a real Mac or a Linux desktop for Apple mobile', () => {
|
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// Regression guard: the desktop-mode check keys on touch points, and a Mac
|
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// reports the same MacIntel platform string with zero of them.
|
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assert.equal(isAppleMobilePlatform(MAC_DESKTOP), false);
|
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assert.equal(isAppleMobilePlatform(LINUX_DESKTOP), false);
|
||||
});
|
||||
|
||||
test('treats a missing navigator as not-Apple rather than throwing', () => {
|
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assert.equal(isAppleMobilePlatform(undefined), false);
|
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assert.equal(isAppleMobilePlatform(null), false);
|
||||
});
|
||||
|
||||
test('detects desktop-mode iPadOS without navigator.platform', () => {
|
||||
// `navigator.platform` is deprecated and can be absent or stripped; the UA's
|
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// Macintosh token plus touch points has to carry the detection on its own.
|
||||
assert.equal(
|
||||
isAppleMobilePlatform({
|
||||
userAgent:
|
||||
'Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/605.1.15',
|
||||
maxTouchPoints: 5,
|
||||
}),
|
||||
true,
|
||||
);
|
||||
// Same UA, no touch: a real Mac, which must stay untouched.
|
||||
assert.equal(
|
||||
isAppleMobilePlatform({
|
||||
userAgent:
|
||||
'Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/605.1.15',
|
||||
maxTouchPoints: 0,
|
||||
}),
|
||||
false,
|
||||
);
|
||||
});
|
||||
|
||||
test('probe reports failure only when the program fails to link', () => {
|
||||
assert.equal(
|
||||
probeOutParamVaryingLinkFailure(fakeGl({ linkOk: false })),
|
||||
true,
|
||||
);
|
||||
assert.equal(
|
||||
probeOutParamVaryingLinkFailure(fakeGl({ linkOk: true })),
|
||||
false,
|
||||
);
|
||||
});
|
||||
|
||||
test('a compile failure is not reported as the link bug', () => {
|
||||
// The Metal defect surfaces at link time; both stages compile cleanly.
|
||||
// Treating a compile error as the bug would disable fog for the wrong reason.
|
||||
assert.equal(
|
||||
probeOutParamVaryingLinkFailure(
|
||||
fakeGl({ compileOk: false, linkOk: false }),
|
||||
),
|
||||
false,
|
||||
);
|
||||
});
|
||||
|
||||
test('probe releases its GL objects on both paths', () => {
|
||||
const ok = fakeGl({ linkOk: true });
|
||||
probeOutParamVaryingLinkFailure(ok);
|
||||
assert.equal(ok.deleted.shaders, 2);
|
||||
assert.equal(ok.deleted.programs, 1);
|
||||
|
||||
const thrown = fakeGl({ throwOn: 'shaderSource' });
|
||||
probeOutParamVaryingLinkFailure(thrown);
|
||||
assert.equal(thrown.deleted.shaders, 2, 'shaders freed even when GL throws');
|
||||
assert.equal(thrown.deleted.programs, 1);
|
||||
});
|
||||
|
||||
test('probe treats a null context as healthy, not broken', () => {
|
||||
assert.equal(probeOutParamVaryingLinkFailure(null), false);
|
||||
});
|
||||
|
||||
test('a failing probe disables the stage on any platform', () => {
|
||||
assert.equal(
|
||||
shouldDisableModelAtmosphere({
|
||||
navigatorLike: LINUX_DESKTOP,
|
||||
createProbeContext: () => fakeGl({ linkOk: false }),
|
||||
}),
|
||||
true,
|
||||
);
|
||||
});
|
||||
|
||||
test('a passing probe still quarantines Apple mobile but frees desktops', () => {
|
||||
const createProbeContext = () => fakeGl({ linkOk: true });
|
||||
assert.equal(
|
||||
shouldDisableModelAtmosphere({
|
||||
navigatorLike: IPAD_DESKTOP_MODE,
|
||||
createProbeContext,
|
||||
}),
|
||||
true,
|
||||
);
|
||||
assert.equal(
|
||||
shouldDisableModelAtmosphere({
|
||||
navigatorLike: LINUX_DESKTOP,
|
||||
createProbeContext,
|
||||
}),
|
||||
false,
|
||||
);
|
||||
});
|
||||
|
||||
test('falls back to platform detection when no context can be made', () => {
|
||||
const createProbeContext = () => null;
|
||||
assert.equal(
|
||||
shouldDisableModelAtmosphere({
|
||||
navigatorLike: IPAD_OS12,
|
||||
createProbeContext,
|
||||
}),
|
||||
true,
|
||||
);
|
||||
assert.equal(
|
||||
shouldDisableModelAtmosphere({
|
||||
navigatorLike: MAC_DESKTOP,
|
||||
createProbeContext,
|
||||
}),
|
||||
false,
|
||||
);
|
||||
});
|
||||
|
||||
test('applies to the scene by clearing renderable, never enabled', () => {
|
||||
// `enabled` must survive: Fog.update short-circuits when it is false, which
|
||||
// forfeits the density used for 3D Tiles screen-space-error scaling, and
|
||||
// visualSettings' IR boost saves/restores that same flag.
|
||||
const scene = { fog: { enabled: true, renderable: true } };
|
||||
const applied = applyModelAtmosphereWorkaround(scene, {
|
||||
navigatorLike: IPAD_DESKTOP_MODE,
|
||||
createProbeContext: () => null,
|
||||
});
|
||||
assert.equal(applied, true);
|
||||
assert.equal(scene.fog.renderable, false);
|
||||
assert.equal(scene.fog.enabled, true);
|
||||
});
|
||||
|
||||
test('leaves unaffected devices completely untouched', () => {
|
||||
const scene = { fog: { enabled: true, renderable: true } };
|
||||
const applied = applyModelAtmosphereWorkaround(scene, {
|
||||
navigatorLike: LINUX_DESKTOP,
|
||||
createProbeContext: () => fakeGl({ linkOk: true }),
|
||||
});
|
||||
assert.equal(applied, false);
|
||||
assert.equal(scene.fog.renderable, true);
|
||||
});
|
||||
|
||||
test('tolerates a scene with no fog object', () => {
|
||||
assert.equal(applyModelAtmosphereWorkaround({}, {}), false);
|
||||
assert.equal(applyModelAtmosphereWorkaround(null, {}), false);
|
||||
});
|
||||
@@ -1,4 +1,5 @@
|
||||
import * as Cesium from 'cesium';
|
||||
import { applyModelAtmosphereWorkaround } from './atmosphereCompat.js';
|
||||
|
||||
const PINCH_ZOOM_MULTIPLIER = 8;
|
||||
const MAX_PINCH_PIXEL_DELTA = 120;
|
||||
@@ -124,6 +125,10 @@ export function createApplicationViewer({ container, creditContainer }) {
|
||||
});
|
||||
try {
|
||||
viewer.targetFrameRate = 60;
|
||||
// Before any tile builds a draw command: Cesium's per-vertex model
|
||||
// atmosphere fails to LINK on Apple's Metal backend and kills the
|
||||
// render loop. See app/atmosphereCompat.js.
|
||||
applyModelAtmosphereWorkaround(viewer.scene);
|
||||
viewer.scene.globe.show = false;
|
||||
viewer.scene.skyAtmosphere.show = true;
|
||||
viewer.scene.skyAtmosphere.atmosphereLightIntensity = 18;
|
||||
|
||||
Reference in new issue
Block a user