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8 changes: 8 additions & 0 deletions CHANGES.md
Original file line number Diff line number Diff line change
@@ -1,5 +1,13 @@
# Change Log

## 1.138 - 2026-02-02

### @cesium/engine

#### Fixes :wrench:

- Fixed depth picking (`Scene.pickPosition`) with Gaussian splat 3D tilesets. [#12712](https://github.com/CesiumGS/cesium/issues/12712)

## 1.137 - 2026-01-05

### @cesium/engine
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1 change: 1 addition & 0 deletions CONTRIBUTORS.md
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Expand Up @@ -437,3 +437,4 @@ See [CONTRIBUTING.md](CONTRIBUTING.md) for details on how to contribute to Cesiu
- [Marco Zhan](https://github.com/marcoYxz)
- [Mikhail Porotkin](https://github.com/porotkin)
- [Adam Beili](https://github.com/Beilinson)
- [yuqingyang0129](https://github.com/yuqingyang0129)
2 changes: 1 addition & 1 deletion packages/engine/Source/Scene/GaussianSplatPrimitive.js
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Expand Up @@ -617,7 +617,7 @@ GaussianSplatPrimitive.buildGSplatDrawCommand = function (
const { shaderBuilder } = renderResources;
const renderStateOptions = renderResources.renderStateOptions;
renderStateOptions.cull.enabled = false;
renderStateOptions.depthMask = false;
renderStateOptions.depthMask = true;
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I wonder if this would cause any self-occlusion issues... like spats occluding other splats.

It shouldn't be super noticeable since they're sorted back to front, but I could imagine a portion of a previously drawn ellipse poking through the currently drawn ellipse.

Might be good to verify the rendering before and after this change.

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@javagl javagl Jan 6, 2026

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Lacking some context about what exactly the RenderState is or how depthMask is used or how it affects picking: There certainly are a few things where it's hard to talk about a "right" or "wrong" when it comes to details of rendering splats.

An example: Two spikey splats, poking through a "disc-ey" splat, with the magenta one being "in front of" the disc, and the yellow one being "behind" the disc. BabylonJS shows some "discontinuity" here as well, depending on the sort order....

NotReallyCesiumBut PR 13118

I think that's "anticipated".

The PLY (Binary LE) and GLB+SPZ attached here...

pr13118.zip

renderStateOptions.depthTest.enabled = true;
renderStateOptions.blending = BlendingState.PRE_MULTIPLIED_ALPHA_BLEND;
renderResources.alphaOptions.pass = Pass.GAUSSIAN_SPLATS;
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