Only manage the tile queue if it is not empty and improve comment

This commit is contained in:
Tom Payne
2013-04-08 12:14:33 +02:00
parent 6f49cb8abe
commit 01440b484b

View File

@@ -574,27 +574,38 @@ ol.Map.prototype.handleMapBrowserEvent = function(mapBrowserEvent) {
*/
ol.Map.prototype.handlePostRender = function() {
// Limit the number of tile loads if animating or interacting.
var maxTotalLoading = 16;
var maxNewLoads = maxTotalLoading;
var frameState = this.frameState_;
if (!goog.isNull(frameState)) {
var hints = frameState.viewHints;
if (hints[ol.ViewHint.ANIMATING] || hints[ol.ViewHint.INTERACTING]) {
maxTotalLoading = 8;
maxNewLoads = 2;
}
}
if (this.tileQueue_.getTilesLoading() < maxTotalLoading) {
this.tileQueue_.reprioritize(); // FIXME only call if view has changed
this.tileQueue_.loadMoreTiles(maxTotalLoading, maxNewLoads);
// Manage the tile queue
// Image loads are expensive and a limited resource, so try to use them
// efficiently:
// * When the view is static we allow a large number of parallel tile loads
// to complete the frame as quickly as possible.
// * When animating or interacting, image loads can cause janks, so we reduce
// the maximum number of loads per frame and limit the number of parallel
// tile loads to remain reactive to view changes and to reduce the chance of
// loading tiles that will quickly disappear from view.
var tileQueue = this.tileQueue_;
if (!tileQueue.isEmpty()) {
var maxTotalLoading = 16;
var maxNewLoads = maxTotalLoading;
if (!goog.isNull(frameState)) {
var hints = frameState.viewHints;
if (hints[ol.ViewHint.ANIMATING] || hints[ol.ViewHint.INTERACTING]) {
maxTotalLoading = 8;
maxNewLoads = 2;
}
}
if (tileQueue.getTilesLoading() < maxTotalLoading) {
tileQueue.reprioritize(); // FIXME only call if view has changed
tileQueue.loadMoreTiles(maxTotalLoading, maxNewLoads);
}
}
var postRenderFunctions = this.postRenderFunctions_;
var i;
for (i = 0; i < postRenderFunctions.length; ++i) {
postRenderFunctions[i](this, this.frameState_);
postRenderFunctions[i](this, frameState);
}
postRenderFunctions.length = 0;
};