Use high resolution tiles in WebGL renderer

This commit is contained in:
Tom Payne
2013-04-08 21:16:38 +02:00
parent 7a7ea8a072
commit 4d6e060052

View File

@@ -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);
}
}
}