WebGL / render multiple worlds to wrap X in vector renderer
From https://github.com/jahow/openlayers/pull/1 Adds logic in WebGLVectorLayerRenderer to handle multiple worlds visible at once. Co-authored-by: Tomas Burleigh <t.burleigh@gmail.com> Co-authored-by: Olivier Guyot <olivier.guyot@camptocamp.com>
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@@ -8,6 +8,7 @@ import {
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create as createTransform,
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makeInverse as makeInverseTransform,
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multiply as multiplyTransform,
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translate as translateTransform,
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} from '../../transform.js';
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/**
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@@ -89,11 +90,12 @@ class AbstractBatchRenderer {
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* @param {import("./MixedGeometryBatch.js").GeometryBatch} batch Geometry batch
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* @param {import("../../transform.js").Transform} currentTransform Transform
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* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
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* @param {number} offsetX X offset
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*/
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render(batch, currentTransform, frameState) {
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render(batch, currentTransform, frameState, offsetX) {
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// multiply the current projection transform with the invert of the one used to fill buffers
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// FIXME: this should probably be done directly in the layer renderer
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this.helper_.makeProjectionTransform(frameState, currentTransform);
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translateTransform(currentTransform, offsetX, 0);
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multiplyTransform(currentTransform, batch.invertVerticesBufferTransform);
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// enable program, buffers and attributes
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