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MacOS #2
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ConstructiveSolidGeometry.glsl and into BuiltinFunctions.glsl. This lets us avoid including all the Ray and CSG code just to do simple things like the depth plane. This is motivated by (driver?) problems on MacOS X 10.6 that cause it to choke in various interesting ways on the more complicated parts of Ray and CSG.
…onNew to avoid passing arrays without subscripts to constructors because I believe this is illegal. However, the change causes Firefox and Chrome stable to bomb on the shader so I'm reverting it for now, even though Chrome 19 beta, Chrome without ANGLE, and Firefox without ANGLE all think it's just great.
Conflicts: Source/Shaders/Ray.glsl
Can you take a quick look at making custom sensors work? The fragment shader is actually pretty simple. Chances are the shader concatenation in CustomSensorVolume.js is bringing in more shader code than it needs, e.g., ShadersConstructiveSolidGeometry. |
Yes, I'll do that next. Does it make sense to pull this into main first though, given that I may not look at the sensors until Monday? |
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This fixes the most significant problems with Cesium on Mac OS X 10.6 in Chrome. To my knowledge, everything works except sensor volumes.