From 4d6e06005201d76099f93da5ebf54df1a8abefe4 Mon Sep 17 00:00:00 2001 From: Tom Payne Date: Mon, 8 Apr 2013 21:16:38 +0200 Subject: [PATCH] Use high resolution tiles in WebGL renderer --- src/ol/renderer/webgl/webgltilelayerrenderer.js | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/src/ol/renderer/webgl/webgltilelayerrenderer.js b/src/ol/renderer/webgl/webgltilelayerrenderer.js index 231898c477..f20a95f76b 100644 --- a/src/ol/renderer/webgl/webgltilelayerrenderer.js +++ b/src/ol/renderer/webgl/webgltilelayerrenderer.js @@ -199,7 +199,7 @@ ol.renderer.webgl.TileLayer.prototype.renderFrame = tilesToDrawByZ, getTileIfLoaded); var allTilesLoaded = true; - var tile, tileState, x, y; + var childTileRange, fullyLoaded, tile, tileState, x, y; for (x = tileRange.minX; x <= tileRange.maxX; ++x) { for (y = tileRange.minY; y <= tileRange.maxY; ++y) { @@ -216,8 +216,14 @@ ol.renderer.webgl.TileLayer.prototype.renderFrame = } allTilesLoaded = false; - tileGrid.forEachTileCoordParentTileRange( + fullyLoaded = tileGrid.forEachTileCoordParentTileRange( tile.tileCoord, findLoadedTiles); + if (!fullyLoaded) { + childTileRange = tileGrid.getTileCoordChildTileRange(tile.tileCoord); + if (!goog.isNull(childTileRange)) { + findLoadedTiles(z + 1, childTileRange); + } + } }