Use high resolution tiles in WebGL renderer
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@@ -199,7 +199,7 @@ ol.renderer.webgl.TileLayer.prototype.renderFrame =
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tilesToDrawByZ, getTileIfLoaded);
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tilesToDrawByZ, getTileIfLoaded);
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var allTilesLoaded = true;
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var allTilesLoaded = true;
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var tile, tileState, x, y;
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var childTileRange, fullyLoaded, tile, tileState, x, y;
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for (x = tileRange.minX; x <= tileRange.maxX; ++x) {
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for (x = tileRange.minX; x <= tileRange.maxX; ++x) {
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for (y = tileRange.minY; y <= tileRange.maxY; ++y) {
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for (y = tileRange.minY; y <= tileRange.maxY; ++y) {
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@@ -216,8 +216,14 @@ ol.renderer.webgl.TileLayer.prototype.renderFrame =
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}
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}
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allTilesLoaded = false;
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allTilesLoaded = false;
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tileGrid.forEachTileCoordParentTileRange(
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fullyLoaded = tileGrid.forEachTileCoordParentTileRange(
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tile.tileCoord, findLoadedTiles);
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tile.tileCoord, findLoadedTiles);
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if (!fullyLoaded) {
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childTileRange = tileGrid.getTileCoordChildTileRange(tile.tileCoord);
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if (!goog.isNull(childTileRange)) {
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findLoadedTiles(z + 1, childTileRange);
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}
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}
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}
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}
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