Properly maintain dirty state during animation
The previous logic assumed that if there were any tiles to render, the dirty state should be false. The correct logic is to say that if we don't render during animation, dirty is true.
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@@ -335,6 +335,8 @@ ol.renderer.canvas.VectorLayer.prototype.renderFrame =
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[geomFilter, extentFilter], ol.filter.LogicalOperator.AND)));
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[geomFilter, extentFilter], ol.filter.LogicalOperator.AND)));
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}
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}
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tilesOnSketchCanvas[key] = tileCoord;
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tilesOnSketchCanvas[key] = tileCoord;
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} else {
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this.dirty_ = true;
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}
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}
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}
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}
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}
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}
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@@ -356,7 +358,6 @@ ol.renderer.canvas.VectorLayer.prototype.renderFrame =
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}
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}
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}
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}
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this.dirty_ = true;
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for (key in tilesToRender) {
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for (key in tilesToRender) {
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tileCoord = tilesToRender[key];
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tileCoord = tilesToRender[key];
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if (this.tileCache_.containsKey(key)) {
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if (this.tileCache_.containsKey(key)) {
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@@ -372,7 +373,6 @@ ol.renderer.canvas.VectorLayer.prototype.renderFrame =
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finalContext.drawImage(tile,
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finalContext.drawImage(tile,
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tileSize.width * (tileCoord.x - tileRange.minX),
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tileSize.width * (tileCoord.x - tileRange.minX),
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tileSize.height * (tileRange.maxY - tileCoord.y));
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tileSize.height * (tileRange.maxY - tileCoord.y));
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this.dirty_ = false;
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}
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}
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this.renderedResolution_ = tileResolution;
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this.renderedResolution_ = tileResolution;
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