Use blocked scoped variables
In addition to using const and let, this also upgrades our linter config and removes lint (mostly whitespace).
This commit is contained in:
@@ -18,7 +18,7 @@ import _ol_webgl_Context_ from '../../webgl/Context.js';
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* @param {ol.Extent} maxExtent Max extent.
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* @struct
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*/
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var _ol_render_webgl_TextureReplay_ = function(tolerance, maxExtent) {
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const _ol_render_webgl_TextureReplay_ = function(tolerance, maxExtent) {
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_ol_render_webgl_Replay_.call(this, tolerance, maxExtent);
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/**
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@@ -119,13 +119,13 @@ inherits(_ol_render_webgl_TextureReplay_, _ol_render_webgl_Replay_);
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* @inheritDoc
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*/
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_ol_render_webgl_TextureReplay_.prototype.getDeleteResourcesFunction = function(context) {
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var verticesBuffer = this.verticesBuffer;
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var indicesBuffer = this.indicesBuffer;
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var textures = this.getTextures(true);
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var gl = context.getGL();
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const verticesBuffer = this.verticesBuffer;
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const indicesBuffer = this.indicesBuffer;
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const textures = this.getTextures(true);
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const gl = context.getGL();
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return function() {
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if (!gl.isContextLost()) {
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var i, ii;
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let i, ii;
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for (i = 0, ii = textures.length; i < ii; ++i) {
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gl.deleteTexture(textures[i]);
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}
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@@ -145,24 +145,24 @@ _ol_render_webgl_TextureReplay_.prototype.getDeleteResourcesFunction = function(
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* @protected
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*/
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_ol_render_webgl_TextureReplay_.prototype.drawCoordinates = function(flatCoordinates, offset, end, stride) {
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var anchorX = /** @type {number} */ (this.anchorX);
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var anchorY = /** @type {number} */ (this.anchorY);
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var height = /** @type {number} */ (this.height);
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var imageHeight = /** @type {number} */ (this.imageHeight);
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var imageWidth = /** @type {number} */ (this.imageWidth);
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var opacity = /** @type {number} */ (this.opacity);
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var originX = /** @type {number} */ (this.originX);
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var originY = /** @type {number} */ (this.originY);
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var rotateWithView = this.rotateWithView ? 1.0 : 0.0;
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const anchorX = /** @type {number} */ (this.anchorX);
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const anchorY = /** @type {number} */ (this.anchorY);
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const height = /** @type {number} */ (this.height);
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const imageHeight = /** @type {number} */ (this.imageHeight);
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const imageWidth = /** @type {number} */ (this.imageWidth);
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const opacity = /** @type {number} */ (this.opacity);
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const originX = /** @type {number} */ (this.originX);
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const originY = /** @type {number} */ (this.originY);
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const rotateWithView = this.rotateWithView ? 1.0 : 0.0;
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// this.rotation_ is anti-clockwise, but rotation is clockwise
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var rotation = /** @type {number} */ (-this.rotation);
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var scale = /** @type {number} */ (this.scale);
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var width = /** @type {number} */ (this.width);
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var cos = Math.cos(rotation);
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var sin = Math.sin(rotation);
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var numIndices = this.indices.length;
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var numVertices = this.vertices.length;
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var i, n, offsetX, offsetY, x, y;
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const rotation = /** @type {number} */ (-this.rotation);
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const scale = /** @type {number} */ (this.scale);
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const width = /** @type {number} */ (this.width);
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const cos = Math.cos(rotation);
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const sin = Math.sin(rotation);
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let numIndices = this.indices.length;
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let numVertices = this.vertices.length;
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let i, n, offsetX, offsetY, x, y;
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for (i = offset; i < end; i += stride) {
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x = flatCoordinates[i] - this.origin[0];
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y = flatCoordinates[i + 1] - this.origin[1];
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@@ -248,8 +248,8 @@ _ol_render_webgl_TextureReplay_.prototype.drawCoordinates = function(flatCoordin
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* @param {WebGLRenderingContext} gl Gl.
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*/
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_ol_render_webgl_TextureReplay_.prototype.createTextures = function(textures, images, texturePerImage, gl) {
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var texture, image, uid, i;
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var ii = images.length;
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let texture, image, uid, i;
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const ii = images.length;
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for (i = 0; i < ii; ++i) {
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image = images[i];
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@@ -258,7 +258,7 @@ _ol_render_webgl_TextureReplay_.prototype.createTextures = function(textures, im
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texture = texturePerImage[uid];
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} else {
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texture = _ol_webgl_Context_.createTexture(
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gl, image, _ol_webgl_.CLAMP_TO_EDGE, _ol_webgl_.CLAMP_TO_EDGE);
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gl, image, _ol_webgl_.CLAMP_TO_EDGE, _ol_webgl_.CLAMP_TO_EDGE);
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texturePerImage[uid] = texture;
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}
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textures[i] = texture;
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@@ -271,12 +271,12 @@ _ol_render_webgl_TextureReplay_.prototype.createTextures = function(textures, im
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*/
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_ol_render_webgl_TextureReplay_.prototype.setUpProgram = function(gl, context, size, pixelRatio) {
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// get the program
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var fragmentShader = _ol_render_webgl_texturereplay_defaultshader_.fragment;
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var vertexShader = _ol_render_webgl_texturereplay_defaultshader_.vertex;
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var program = context.getProgram(fragmentShader, vertexShader);
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const fragmentShader = _ol_render_webgl_texturereplay_defaultshader_.fragment;
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const vertexShader = _ol_render_webgl_texturereplay_defaultshader_.vertex;
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const program = context.getProgram(fragmentShader, vertexShader);
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// get the locations
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var locations;
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let locations;
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if (!this.defaultLocations) {
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locations = new _ol_render_webgl_texturereplay_defaultshader_Locations_(gl, program);
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this.defaultLocations = locations;
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@@ -290,23 +290,23 @@ _ol_render_webgl_TextureReplay_.prototype.setUpProgram = function(gl, context, s
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// enable the vertex attrib arrays
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gl.enableVertexAttribArray(locations.a_position);
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gl.vertexAttribPointer(locations.a_position, 2, _ol_webgl_.FLOAT,
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false, 32, 0);
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false, 32, 0);
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gl.enableVertexAttribArray(locations.a_offsets);
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gl.vertexAttribPointer(locations.a_offsets, 2, _ol_webgl_.FLOAT,
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false, 32, 8);
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false, 32, 8);
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gl.enableVertexAttribArray(locations.a_texCoord);
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gl.vertexAttribPointer(locations.a_texCoord, 2, _ol_webgl_.FLOAT,
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false, 32, 16);
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false, 32, 16);
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gl.enableVertexAttribArray(locations.a_opacity);
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gl.vertexAttribPointer(locations.a_opacity, 1, _ol_webgl_.FLOAT,
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false, 32, 24);
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false, 32, 24);
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gl.enableVertexAttribArray(locations.a_rotateWithView);
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gl.vertexAttribPointer(locations.a_rotateWithView, 1, _ol_webgl_.FLOAT,
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false, 32, 28);
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false, 32, 28);
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return locations;
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};
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@@ -328,17 +328,17 @@ _ol_render_webgl_TextureReplay_.prototype.shutDownProgram = function(gl, locatio
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* @inheritDoc
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*/
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_ol_render_webgl_TextureReplay_.prototype.drawReplay = function(gl, context, skippedFeaturesHash, hitDetection) {
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var textures = hitDetection ? this.getHitDetectionTextures() : this.getTextures();
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var groupIndices = hitDetection ? this.hitDetectionGroupIndices : this.groupIndices;
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const textures = hitDetection ? this.getHitDetectionTextures() : this.getTextures();
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const groupIndices = hitDetection ? this.hitDetectionGroupIndices : this.groupIndices;
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if (!_ol_obj_.isEmpty(skippedFeaturesHash)) {
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this.drawReplaySkipping(
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gl, context, skippedFeaturesHash, textures, groupIndices);
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gl, context, skippedFeaturesHash, textures, groupIndices);
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} else {
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var i, ii, start;
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let i, ii, start;
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for (i = 0, ii = textures.length, start = 0; i < ii; ++i) {
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gl.bindTexture(_ol_webgl_.TEXTURE_2D, textures[i]);
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var end = groupIndices[i];
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const end = groupIndices[i];
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this.drawElements(gl, context, start, end);
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start = end;
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}
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@@ -373,22 +373,22 @@ _ol_render_webgl_TextureReplay_.prototype.drawReplay = function(gl, context, ski
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* @param {Array.<number>} groupIndices Texture group indices.
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*/
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_ol_render_webgl_TextureReplay_.prototype.drawReplaySkipping = function(gl, context, skippedFeaturesHash, textures,
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groupIndices) {
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var featureIndex = 0;
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groupIndices) {
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let featureIndex = 0;
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var i, ii;
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let i, ii;
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for (i = 0, ii = textures.length; i < ii; ++i) {
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gl.bindTexture(_ol_webgl_.TEXTURE_2D, textures[i]);
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var groupStart = (i > 0) ? groupIndices[i - 1] : 0;
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var groupEnd = groupIndices[i];
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const groupStart = (i > 0) ? groupIndices[i - 1] : 0;
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const groupEnd = groupIndices[i];
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var start = groupStart;
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var end = groupStart;
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let start = groupStart;
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let end = groupStart;
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while (featureIndex < this.startIndices.length &&
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this.startIndices[featureIndex] <= groupEnd) {
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var feature = this.startIndicesFeature[featureIndex];
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const feature = this.startIndicesFeature[featureIndex];
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var featureUid = getUid(feature).toString();
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const featureUid = getUid(feature).toString();
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if (skippedFeaturesHash[featureUid] !== undefined) {
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// feature should be skipped
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if (start !== end) {
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@@ -420,10 +420,10 @@ _ol_render_webgl_TextureReplay_.prototype.drawReplaySkipping = function(gl, cont
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* @inheritDoc
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*/
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_ol_render_webgl_TextureReplay_.prototype.drawHitDetectionReplayOneByOne = function(gl, context, skippedFeaturesHash,
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featureCallback, opt_hitExtent) {
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var i, groupStart, start, end, feature, featureUid;
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var featureIndex = this.startIndices.length - 1;
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var hitDetectionTextures = this.getHitDetectionTextures();
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featureCallback, opt_hitExtent) {
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let i, groupStart, start, end, feature, featureUid;
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let featureIndex = this.startIndices.length - 1;
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const hitDetectionTextures = this.getHitDetectionTextures();
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for (i = hitDetectionTextures.length - 1; i >= 0; --i) {
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gl.bindTexture(_ol_webgl_.TEXTURE_2D, hitDetectionTextures[i]);
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groupStart = (i > 0) ? this.hitDetectionGroupIndices[i - 1] : 0;
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@@ -439,12 +439,12 @@ _ol_render_webgl_TextureReplay_.prototype.drawHitDetectionReplayOneByOne = funct
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if (skippedFeaturesHash[featureUid] === undefined &&
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feature.getGeometry() &&
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(opt_hitExtent === undefined || intersects(
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/** @type {Array<number>} */ (opt_hitExtent),
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feature.getGeometry().getExtent()))) {
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/** @type {Array<number>} */ (opt_hitExtent),
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feature.getGeometry().getExtent()))) {
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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this.drawElements(gl, context, start, end);
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var result = featureCallback(feature);
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const result = featureCallback(feature);
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if (result) {
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return result;
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}
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