scatterWebGL has two render passes, one for picking and one for colors. Make
the picking texture private to scatterWebGL. Break scatterWebGLPointsCanvasLabels 'onRender' up into 'onPickingRender' and 'onRender'. Give scatterWebGLPointsCanvasLabels an explicit 'renderColors' F32 array, it was playing tricks and juggling buffers inside of its previously-monolithic 'onRender' method. Change: 133004443
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