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globe

2 posts

rendering

7 min read

Draped at the wrong tile: a deferred write turned a shared uniform pool into a data race

A draped landcover polygon rendered hundreds of kilometres offshore — but only on WebGPU. Every vector slice of one source shares one Material uniform pool, and each slice resets the pool cursor to 0, so a later slice's tile i overwrote an earlier slice's tile-i buffer. WebGPU's queue.writeBuffer defers to submit (last-writer-wins), so every draw read the final bytes; WebGL2's immediate bufferSubData never showed it — and the differential test was structurally blind, because both frames aliased identically.

rendering

7 min read

The hemisphere that was never selected: a fast-path bbox that collapsed to a point

Half the globe rendered as background again — same symptom as the drape-suppression bug, opposite root cause. This time the trans-antimeridian tiles were never selected: the overzoom fast-path unprojects the viewport corners to a lon/lat box, but on a small globe disc the corners miss the sphere, the box collapses to the sub-camera point, and it emits the single tile column under the camera — which a contiguous longitude range can never wrap across the dateline. Told apart from the draw bug by seam location and persistence.