Comments (8)
@kvey - Just tried the default example (npm start
) on latest master (v2.4.6) and scatterplot renders as it should. Need more info to reproduce.
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Operating System: X11 Linux x86_64
Screen Resolution: 1920 x 1080
Web Browser: Chrome 52.0.2743.116
Browser Size: 1918 x 920
Color Depth: 24 bit
commit: ea22779
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@kvey - Hmm, that does not look good. Maybe this is a Linux issue?
We are going to set up a linux environment for testing, but it could take a little time.
Can you try to zoom out and in a little? The scatterplot has a minimum size I believe, maybe related to that?
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I was able to get it working with that fragment shader change, though I don't understand why that had any effect.
Had a similar issue attempting to texture the points and I think it might have something to do with naming of the varyings? Though I can't confirm that.
Unrelated to this issue but incase you might think it's kind of cool, I was using this messing with rendering pokemon from pokemon-go haha: gfycat of visualization working though I ended up just building off of v2.2.4 due to this issue.
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Hi @kvey, I just pushed a patch (2.4.7) with a (potential) fix, could you take a look and see if it fix your first issue?
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@gnavvy patch doesn't seem to correct the issue, previously I attempted fixing this by just skipping that condition - so always projecting - which failed to correct it.
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@vkey if you are still playing with the shader, I think the last line in the vertex shader is of interest
vColor = mix(color, pickingColor, renderPickingBuffer);
Your screenshot seems to indicate that vColor for arcs (and perhaps scatterplot) is set to pickingColor
instead of color
.
As an example, try to change renderPickingBuffer to 0.0 in both arc and scatterplot and see if that helps. If so we have narrowed down the issue.
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Fixed by luma.gl v2.5.3, which was just published.
@kvey A fresh npm install should fix the problem for you, it should pull in luma.gl v2.5.3
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