Move max subdivision and max triangle width to triangulation module
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@@ -62,30 +62,6 @@ export var ENABLE_WEBGL = true;
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export var DEBUG_WEBGL = true;
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/**
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* TODO: move this to Triangulation.js
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* @type {number} Maximum number of subdivision steps during raster
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* reprojection triangulation. Prevents high memory usage and large
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* number of proj4 calls (for certain transformations and areas).
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* At most `2*(2^this)` triangles are created for each triangulated
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* extent (tile/image). Default is `10`.
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*/
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export var RASTER_REPROJECTION_MAX_SUBDIVISION = 10;
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/**
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* TODO: move this to Triangulation.js
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* @type {number} Maximum allowed size of triangle relative to world width.
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* When transforming corners of world extent between certain projections,
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* the resulting triangulation seems to have zero error and no subdivision
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* is performed.
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* If the triangle width is more than this (relative to world width; 0-1),
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* subdivison is forced (up to `RASTER_REPROJECTION_MAX_SUBDIVISION`).
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* Default is `0.25`.
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*/
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export var RASTER_REPROJECTION_MAX_TRIANGLE_WIDTH = 0.25;
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/**
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* TODO: move this to renderer/vector.js
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* @type {number} Tolerance for geometry simplification in device pixels.
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@@ -211,8 +187,6 @@ export default {
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ENABLE_RASTER_REPROJECTION: ENABLE_RASTER_REPROJECTION,
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ENABLE_WEBGL: ENABLE_WEBGL,
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DEBUG_WEBGL: DEBUG_WEBGL,
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RASTER_REPROJECTION_MAX_SUBDIVISION: RASTER_REPROJECTION_MAX_SUBDIVISION,
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RASTER_REPROJECTION_MAX_TRIANGLE_WIDTH: RASTER_REPROJECTION_MAX_TRIANGLE_WIDTH,
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SIMPLIFY_TOLERANCE: SIMPLIFY_TOLERANCE,
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HAS_WEBGL: HAS_WEBGL,
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WEBGL_MAX_TEXTURE_SIZE: WEBGL_MAX_TEXTURE_SIZE,
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