Use rendered tile size limit to avoid big images
When using tile sets with a high tilePixelRatio, the maximum pixel size can trouble the browser. Instead, we now use replay rendering by tile size limits instead of resolution ratio limits.
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@@ -92,7 +92,6 @@ ol.renderer.canvas.VectorTileLayer.prototype.composeFrame = function(frameState,
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goog.asserts.assertInstanceof(source, ol.source.VectorTile,
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'Source is an ol.source.VectorTile');
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var tilePixelRatio = source.getTilePixelRatio(pixelRatio);
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var maxScale = tilePixelRatio / pixelRatio;
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var transform = this.getTransform(frameState, 0);
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@@ -117,9 +116,9 @@ ol.renderer.canvas.VectorTileLayer.prototype.composeFrame = function(frameState,
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var tileGrid = source.getTileGrid();
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var currentZ, height, i, ii, insertPoint, insertTransform, offsetX, offsetY;
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var origin, pixelSpace, replayState, scale, tile, tileCenter, tileContext;
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var tileExtent, tilePixelResolution, tilePixelSize, tileResolution, tileSize;
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var tileTransform, width;
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var origin, pixelSpace, replayState, resolutionRatio, tile, tileCenter;
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var tileContext, tileExtent, tilePixelResolution, tilePixelSize;
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var tileResolution, tileSize, tileTransform, width;
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for (i = 0, ii = tilesToDraw.length; i < ii; ++i) {
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tile = tilesToDraw[i];
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replayState = tile.getReplayState();
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@@ -130,12 +129,13 @@ ol.renderer.canvas.VectorTileLayer.prototype.composeFrame = function(frameState,
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pixelSpace = tile.getProjection().getUnits() == ol.proj.Units.TILE_PIXELS;
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tileResolution = tileGrid.getResolution(currentZ);
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tilePixelResolution = tileResolution / tilePixelRatio;
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scale = tileResolution / resolution;
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resolutionRatio = tileResolution / resolution;
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offsetX = Math.round(pixelRatio * size[0] / 2);
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offsetY = Math.round(pixelRatio * size[1] / 2);
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width = tileSize[0] * pixelRatio * scale;
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height = tileSize[1] * pixelRatio * scale;
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if (width < 1 || scale > maxScale) {
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width = tileSize[0] * pixelRatio * resolutionRatio;
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height = tileSize[1] * pixelRatio * resolutionRatio;
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var unscaledPixelTileSize = tileSize[0] * pixelRatio;
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if (width < unscaledPixelTileSize / 4 || width > unscaledPixelTileSize * 4) {
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if (pixelSpace) {
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origin = ol.extent.getTopLeft(tileExtent);
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tileTransform = ol.vec.Mat4.makeTransform2D(this.tmpTransform_,
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