Don't generate new tiles while animating
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@@ -27,7 +27,7 @@
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}
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}
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</style>
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<title>Full-screen example</title>
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<title>Vector Layer Example</title>
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</head>
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<body>
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<div id="map">
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@@ -220,7 +220,7 @@ ol.renderer.canvas.VectorLayer.prototype.renderFrame =
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*/
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if (!this.dirty_ && this.renderedResolution_ === tileResolution &&
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// TODO: extent.equals()
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this.renderedResolution_.toString() === tileRangeExtent.toString()) {
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this.renderedExtent_.toString() === tileRangeExtent.toString()) {
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return;
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}
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@@ -283,7 +283,7 @@ ol.renderer.canvas.VectorLayer.prototype.renderFrame =
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tileCoord = new ol.TileCoord(z, x, y);
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key = tileCoord.toString();
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tile = this.tileCache_[key];
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if (tile === undefined) {
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if (tile === undefined && !frameState.viewHints[ol.ViewHint.ANIMATING]) {
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tileExtent = tileGrid.getTileCoordExtent(tileCoord);
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// TODO: instead of filtering here, do this on the source and maintain
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// a spatial index
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@@ -320,7 +320,7 @@ ol.renderer.canvas.VectorLayer.prototype.renderFrame =
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// LRU - move tile key to the end of the index
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goog.array.remove(this.tileCacheIndex_, key);
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this.tileCacheIndex_.push(key);
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if (tile === undefined) {
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if (tile === undefined && !frameState.viewHints[ol.ViewHint.ANIMATING]) {
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tile = /** @type {HTMLCanvasElement} */
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this.tileArchetype_.cloneNode(false);
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tile.getContext('2d').drawImage(sketchCanvas,
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@@ -333,12 +333,18 @@ ol.renderer.canvas.VectorLayer.prototype.renderFrame =
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delete this.tileCache_[this.tileCacheIndex_.shift()];
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}
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}
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finalContext.drawImage(tile,
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tileSize.width * (tileCoord.x - tileRange.minX),
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tileSize.height * (tileRange.maxY - tileCoord.y));
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if (tile) {
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finalContext.drawImage(tile,
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tileSize.width * (tileCoord.x - tileRange.minX),
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tileSize.height * (tileRange.maxY - tileCoord.y));
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} else {
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// we decided not to generate a tile during animation
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this.dirty_ = true;
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}
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}
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this.renderedResolution_ = tileResolution;
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this.renderedExtent_ = tileRangeExtent;
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};
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