Globe Materials not compatible with enableLighting = false
See original GitHub issueClosely related to https://github.com/AnalyticalGraphicsInc/cesium/issues/6039, but use-case is different nevertheless so decided to open a separate issue (cc @lilleyse as he might be working on this already).
Steps to reproduce:
- https://cesiumjs.org/Cesium/Apps/Sandcastle/index.html?src=Globe Materials.html&label=Showcases
- set
viewer.scene.globe.enableLighting = true;on line 7
Result: shader compilation fails
Desired result: not have any time-of-day lighting effects, but still be able to use a globe material for slopes / heights.
Issue Analytics
- State:
- Created 6 years ago
- Comments:9 (6 by maintainers)
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That looks great! We have a pretty nice “splatting” layer in osgEarth that we could probably port to Cesium using globe materials. Basically you feed in a land use raster to the GPU and figure out what texture to repeat based on the land use code (grass, rock, same, etc), the normal and elevation.
Here’s a screenshot of what it looks like in osgEarth
https://pbs.twimg.com/media/B1SsPThIIAAjIdD.jpg
On Wed, Dec 20, 2017, 4:58 AM Yousef notifications@github.com wrote:
@pjcozzi correct.
I’m not using globe materials directly, but experimenting with code based on it to generate snow ⛄️ 😎
original
snow: