Only update wanted tiles if not all tiles are loaded
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@@ -214,10 +214,10 @@ ol.renderer.canvas.TileLayer.prototype.renderFrame =
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if (!allTilesLoaded) {
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frameState.animate = true;
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this.updateWantedTiles(frameState.wantedTiles, tileSource, z, tileRange);
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}
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this.updateUsedTiles(frameState.usedTiles, tileSource, z, tileRange);
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this.updateWantedTiles(frameState.wantedTiles, tileSource, z, tileRange);
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var transform = this.transform_;
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goog.vec.Mat4.makeIdentity(transform);
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@@ -235,10 +235,10 @@ ol.renderer.dom.TileLayer.prototype.renderFrame =
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if (!allTilesLoaded) {
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frameState.animate = true;
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this.updateWantedTiles(frameState.wantedTiles, tileSource, z, tileRange);
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}
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this.updateUsedTiles(frameState.usedTiles, tileSource, z, tileRange);
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this.updateWantedTiles(frameState.wantedTiles, tileSource, z, tileRange);
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};
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@@ -456,12 +456,12 @@ ol.renderer.webgl.TileLayer.prototype.renderFrame =
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this.renderedTileRange_ = null;
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this.renderedFramebufferExtent_ = null;
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frameState.animate = true;
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this.updateWantedTiles(frameState.wantedTiles, tileSource, z, tileRange);
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}
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}
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this.updateUsedTiles(frameState.usedTiles, tileSource, z, tileRange);
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this.updateWantedTiles(frameState.wantedTiles, tileSource, z, tileRange);
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goog.vec.Mat4.makeIdentity(this.matrix_);
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goog.vec.Mat4.translate(this.matrix_,
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