🐛 [BUG]使用L7集成threejs,使用gltf作为layer,出现图层崩溃的bug
- Dominant language
- TypeScript
- Stars
- 52
- Forks
- 35
- PR merge metrics
- No merged PRs in 30d
Description
### 🐛 Bug description [Please make everyone to understand it]
> Please provide a link by forking these links [L7 Draw](https://codesandbox.io/s/l7draw-issue-template-df75t7) or GitHub repo, a minimal reproduction.
这个bug比较隐蔽,具体是webgl崩溃引起的,代码太多不好提供。
- _Required_ **Link to minimal reproduction**:
### 📷 Step to reproduce
1,使用L7的RasterLayer加载本地xyz瓦片。
2,使用scene addImage 加载本地图片资源。
3,集成threejs,并且加载gltf图层。
4,使用L7Darw画图形的时候,整个RasterLayer会被 addImage使用的资源覆盖。
5,控制台中,显示WebGL: INVALID_ENUM: activeTexture: texture unit out of range
### 🏞 Expected result
### 🚑 Any additional [like screenshots]

- **L7Draw Version**:
- **Platform**:
Contributor guide
No contributing guide indexed for this repository
Research direction
Start by reproducing the listed sequence: load local XYZ tiles with RasterLayer, add a local image with scene.addImage, integrate Three.js with a glTF layer, and draw with L7Draw. Confirm whether RasterLayer is covered and whether the console reports WebGL INVALID_ENUM: activeTexture: texture unit out of range; done means the layers render together without the crash.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- three.js, typescript
- Domain
- computer-graphics, frontend
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 32/100