What happened?
When rendering splats we transform all children into root tile space. This works perfectly fine when the root of the tileset has a world transform that all tiles use. In cases where a tileset has an identity root transform and each child tile has its own world transform, the positions, scales and rotations are being transformed into world space on the cpu rather than the gpu. Our rendering code assumes incoming data is in model space and not world space. This causes precision issues which lead to misshapen and misoriented splats causing low fidelity, blurriness, gaps, etc.
Reproduction steps
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Sandcastle example
No response
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