Do not clip canvas for vector layers when wrapping the world
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@@ -135,6 +135,8 @@ ol.renderer.canvas.VectorLayer.prototype.composeFrame =
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skippedFeatureUids);
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startX -= worldWidth;
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}
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// restore original transform for render and compose events
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transform = this.getTransform(frameState, 0);
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}
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if (replayContext != context) {
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@@ -235,9 +237,15 @@ ol.renderer.canvas.VectorLayer.prototype.prepareFrame =
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if (vectorSource.getWrapX() && viewState.projection.canWrapX() &&
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!ol.extent.containsExtent(projectionExtent, frameState.extent)) {
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// do not clip when the view crosses the -180° or 180° meridians
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extent[0] = projectionExtent[0];
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extent[2] = projectionExtent[2];
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// For the replay group, we need an extent that intersects the real world
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// (-180° to +180°). To support geometries in a coordinate range from -540°
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// to +540°, we add at least 1 world width on each side of the projection
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// extent. If the viewport is wider than the world, we need to add half of
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// the viewport width to make sure we cover the whole viewport.
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var worldWidth = ol.extent.getWidth(projectionExtent);
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var buffer = Math.max(ol.extent.getWidth(extent) / 2, worldWidth);
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extent[0] = projectionExtent[0] - buffer;
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extent[2] = projectionExtent[2] + buffer;
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}
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if (!this.dirty_ &&
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