Comments (2)
For the specific case here, one veeeery deep root problem is what I found after adding some ridiculous debug logging of the vertex coordinates of each triangle of a unit square that was supposed to be tested for intersections:
Got (0, 0, 1) (0, 0, 1) (1, 0, 0) for 1 3 2
Wait, what?
Yeah.
The part at
When storing that unit square with non-interleaved buffers, it works.
I'll try to fix that, but will probably not be able to resist the urge do to a few other cleanups there as well. But I'll have to further wrap my head about some interdepdencies there - what's the role of the WebGL2 frame state and these typed arrays, or how attempting to fix the issue about interleaved buffers may be affected by the quantization. Eventually, it may include
- a fix for this issue
- a fix for #11814
- avoiding a few million calls to
defaultValue
- avoiding that the dequantization and applying the exaggeration are both done six times for each vertex (they are done on the fly in
getVertexPosition
...) - having fewer than 300 lines in one function...
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@javagl thanks for the test cases! Here's what I get from your sphere & airplane case after #11842
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