Closed xeolabs closed 10 months ago
@Kurtil I'm a bit stumped on this one and it may have something to do with the shader refactor, would you be able to take a look?
Note that I renamed the various VBO renderer classes and refactored them out into their own files, but AFAIK I haven't changed anything else that would break this.
One thing that seems odd is that in VBORenderer, the base class for all VBO renderers, if I substitute a value of [1,0,0,0.5]
for defaultColor
on line 626 the white color (incorrectly) applied for X-Ray, Highlight and Selection becomes that color.
This is strange, because that code block should be for objects that are not highlighted/selected/xrayed.
Fixed in v2.5.2-beta-13
Reproduce with this example: https://xeokit.github.io/xeokit-sdk/examples/scenemodel/#effects_vbo_batching_xray
Only affects batched geometries in VBO scene representations. Likely an RGBA alpha channel not being uploaded or rendered correctly in a shader.
WebGL blending is being switched correctly.
What I've tried:
Still renders a solid white surface. No idea why.
SceneModel built using batched geometries and VBO-based scene representation and rendering:
SceneModel built using instanced geometries and VBO-based scene representation and rendering: