[codex] Improve effect handling for mesh-backed layers#10352
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charlieforward9 wants to merge 2 commits into
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[codex] Improve effect handling for mesh-backed layers#10352charlieforward9 wants to merge 2 commits into
charlieforward9 wants to merge 2 commits into
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charlieforward9
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Jun 7, 2026
| /** | ||
| * Material settings for lighting effect. | ||
| * | ||
| * @default true |
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@copilot better to preserve existing behavior. Modify in v10?
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| * @default true | |
| * @default false |
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[codex] Add BitmapLayer lighting support
[codex] Add opt-in BitmapLayer lighting support
Jun 8, 2026
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Direction
This is a draft exploration of deck.gl effect handling for globe-facing rendered surfaces.
The current patch started with BitmapLayer because it exposed the issue quickly in GlobeView: lighting and material effects need layer implementations to provide the right geometry-space inputs, normals, and shader hooks instead of assuming every renderable surface behaves like existing mesh-backed layers.
That said, I do not want to pursue a BitmapLayer/TileLayer-centered solution as the merge path. BitmapLayer is fundamentally a 2D image layer, and fixing globe lighting by special-casing bitmap tiles risks spending review energy on the least useful target.
Desired Merge Path
The useful upstream direction is to improve effect handling for layers that are already mesh/model-oriented, especially:
TerrainLayerThe goal is to make lighting and effect behavior more predictable for globe and terrain use cases without coupling the fix to TileLayer or treating bitmap imagery as the primary lighting surface.
Current State
This draft currently contains an opt-in BitmapLayer lighting prototype:
materialprop supportmaterialtofalseTreat that as a reference point for the effect plumbing problem, not as the final scope I want to merge.
Not Pursuing
I am closing the separate TileLayer/GlobeView bitmap-coordinate follow-up and do not want to carry that as a second PR. The TileLayer-specific 2D imagery path should not become the center of this work.
Validation So Far
Progress
Keep this PR as a draft while the scope is redirected toward TerrainLayer and other mesh/model-related layers.
visgl/deck.gl#10251
visgl/deck.gl#10306
visgl/deck.gl#10350