Cache array length in WebGL renderer

This commit is contained in:
Tom Payne
2013-04-20 11:28:41 +02:00
parent 72a83b99b7
commit 879d9758c0
2 changed files with 5 additions and 5 deletions

View File

@@ -526,8 +526,8 @@ ol.renderer.webgl.Map.prototype.renderFrame = function(frameState) {
var layerStates = frameState.layerStates;
var layersArray = frameState.layersArray;
var i, layer, layerRenderer, layerState;
for (i = 0; i < layersArray.length; ++i) {
var i, ii, layer, layerRenderer, layerState;
for (i = 0, ii = layersArray.length; i < ii; ++i) {
layer = layersArray[i];
layerRenderer = this.getLayerRenderer(layer);
layerState = frameState.layerStates[goog.getUid(layer)];
@@ -556,7 +556,7 @@ ol.renderer.webgl.Map.prototype.renderFrame = function(frameState) {
var currentProgram = null;
var locations;
for (i = 0; i < layersArray.length; ++i) {
for (i = 0, ii = layersArray.length; i < ii; ++i) {
layer = layersArray[i];
layerState = frameState.layerStates[goog.getUid(layer)];

View File

@@ -233,8 +233,8 @@ ol.renderer.webgl.TileLayer.prototype.renderFrame =
var zs = goog.array.map(goog.object.getKeys(tilesToDrawByZ), Number);
goog.array.sort(zs);
var u_tileOffset = goog.vec.Vec4.createFloat32();
var i, sx, sy, tileExtent, tileKey, tilesToDraw, tx, ty;
for (i = 0; i < zs.length; ++i) {
var i, ii, sx, sy, tileExtent, tileKey, tilesToDraw, tx, ty;
for (i = 0, ii = zs.length; i < ii; ++i) {
tilesToDraw = tilesToDrawByZ[zs[i]];
for (tileKey in tilesToDraw) {
tile = tilesToDraw[tileKey];