Clipping texture plumbing - #13636
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This was referenced Jul 20, 2026
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Note: I used a slightly different dirty mechanism than vector tiles uses. Rather than having a "clipping polygons dirty" flag on every terrain tile, I just have one on the clipping polygon collection. When the flag is set, I clear the clipping vector data on all tiles - which tells GlobeSurfaceTileProvider to recreate that data next time the tile is rendered.
The reasons for this choice were partly for memory reasons (fewer dirty flags), and also because of how ClippingPolygonCollection is structured differently from VectorProvider (and how it needs to serve both terrain and 3d tiles / models).
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Description
This is the third step in reimplementing Clipping Polygons on top of the vector data pipeline -- specifically, for terrain. In steps one and two, I introduced the machinery for vector-clipping. Now that we have the necessary APIs to create vector-clipping textures, this PR calls them to create and update / manage the lifecycle of these textures (for terrain; models to follow).
Issue number and link
https://github.com/iTwin/cesiumjs-web3d-internal/issues/33
Testing plan
Once again, no external / behavioral changes here. Clipping is still using the SDF path at this point. Regression testing with sandcastle (plus, since changes to Globe classes were made, general regression testing on globe rendering isn't a bad idea).
Author checklist
CONTRIBUTORS.mdCHANGES.mdwith a short summary of my changeAI acknowledgment
If yes, I used the following Tools(s) and/or Service(s):
If yes, I used the following Model(s):
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