Always load frameState extent for graticule layers
reorder and comment
This commit is contained in:
committed by
Andreas Hocevar
parent
bad0ff38ca
commit
516a75ae22
@@ -361,9 +361,8 @@ class CanvasVectorLayerRenderer extends CanvasLayerRenderer {
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const center = viewState.center.slice();
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const center = viewState.center.slice();
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const extent = buffer(frameStateExtent,
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const extent = buffer(frameStateExtent,
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vectorLayerRenderBuffer * resolution);
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vectorLayerRenderBuffer * resolution);
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const projectionExtent = viewState.projection.getExtent();
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let loadExtent = extent.slice();
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let loadExtent = extent.slice();
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const projectionExtent = viewState.projection.getExtent();
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if (vectorSource.getWrapX() && viewState.projection.canWrapX() &&
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if (vectorSource.getWrapX() && viewState.projection.canWrapX() &&
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!containsExtent(projectionExtent, frameState.extent)) {
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!containsExtent(projectionExtent, frameState.extent)) {
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@@ -376,14 +375,14 @@ class CanvasVectorLayerRenderer extends CanvasLayerRenderer {
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const gutter = Math.max(getWidth(extent) / 2, worldWidth);
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const gutter = Math.max(getWidth(extent) / 2, worldWidth);
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extent[0] = projectionExtent[0] - gutter;
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extent[0] = projectionExtent[0] - gutter;
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extent[2] = projectionExtent[2] + gutter;
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extent[2] = projectionExtent[2] + gutter;
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// Except for Graticule use this for loading features
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if (typeof /** @type {?} */ (vectorLayer).getMeridians !== 'function') {
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loadExtent = extent;
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}
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const worldsAway = Math.floor((center[0] - projectionExtent[0]) / worldWidth);
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const worldsAway = Math.floor((center[0] - projectionExtent[0]) / worldWidth);
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center[0] -= (worldsAway * worldWidth);
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center[0] -= (worldsAway * worldWidth);
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}
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}
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if (typeof /** @type {?} */ (vectorLayer).getMeridians !== 'function') {
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loadExtent = extent;
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}
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if (!this.dirty_ &&
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if (!this.dirty_ &&
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this.renderedResolution_ == resolution &&
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this.renderedResolution_ == resolution &&
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this.renderedRevision_ == vectorLayerRevision &&
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this.renderedRevision_ == vectorLayerRevision &&
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