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Fix multifrustum seam artifacts #8205

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Oct 21, 2019
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1 change: 1 addition & 0 deletions CHANGES.md
Original file line number Diff line number Diff line change
@@ -26,6 +26,7 @@ Change Log
* Fixed labels not showing for individual entities in data sources when clustering is enabled. [#6087](https://github.com/AnalyticalGraphicsInc/cesium/issues/6087)
* Fixed a crash for 3D Tiles that have zero volume. [#7945](https://github.com/AnalyticalGraphicsInc/cesium/pull/7945)
* Fixed seam artifacts when log depth is disabled, `scene.globe.depthTestAgainstTerrain` is false, and primitives are under the globe. [#8205](https://github.com/AnalyticalGraphicsInc/cesium/pull/8205)
* Spread out KMl loading across multiple frames to prevent freezing. [#8195](https://github.com/AnalyticalGraphicsInc/cesium/pull/8195)
* Fixed a bug where dynamic polylines did not use the given arcType. [#8191](https://github.com/AnalyticalGraphicsInc/cesium/issues/8191)
* Fixed an issue where polygons, corridors, rectangles, and ellipses on terrain would not render on some mobile devices. [#6739](https://github.com/AnalyticalGraphicsInc/cesium/issues/6739)
* Fixed a bug where GlobeSurfaceTile would not render the tile until all layers completed loading causing globe to appear to hang. [#7974](https://github.com/AnalyticalGraphicsInc/cesium/issues/7974)
13 changes: 8 additions & 5 deletions Source/Scene/Scene.js
Original file line number Diff line number Diff line change
@@ -3143,11 +3143,14 @@ define([
}
}

function resolveFramebuffers(scene, passState) {
var context = scene._context;
var frameState = scene._frameState;
var environmentState = scene._environmentState;
var view = scene._view;
/**
* @private
*/
Scene.prototype.resolveFramebuffers = function(passState) {
var context = this._context;
var frameState = this._frameState;
var environmentState = this._environmentState;
var view = this._view;
var globeDepth = view.globeDepth;
var numFrustums = view.frustumCommandsList.length;

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