Use snapCenterToPixel in WebGL renderer

This commit is contained in:
Tom Payne
2013-03-10 16:00:12 +01:00
parent c01068642b
commit bceb27f4bb

View File

@@ -282,7 +282,6 @@ ol.renderer.webgl.TileLayer.prototype.renderFrame =
var view2DState = frameState.view2DState; var view2DState = frameState.view2DState;
var projection = view2DState.projection; var projection = view2DState.projection;
var center = view2DState.center;
var tileLayer = this.getTileLayer(); var tileLayer = this.getTileLayer();
var tileSource = tileLayer.getTileSource(); var tileSource = tileLayer.getTileSource();
@@ -293,8 +292,17 @@ ol.renderer.webgl.TileLayer.prototype.renderFrame =
} }
var z = tileGrid.getZForResolution(view2DState.resolution); var z = tileGrid.getZForResolution(view2DState.resolution);
var tileResolution = tileGrid.getResolution(z); var tileResolution = tileGrid.getResolution(z);
var center = view2DState.center;
var extent;
if (tileResolution == view2DState.resolution) {
center = this.snapCenterToPixel(center, tileResolution, frameState.size);
extent = ol.Extent.getForView2DAndSize(
center, tileResolution, view2DState.rotation, frameState.size);
} else {
extent = frameState.extent;
}
var tileRange = tileGrid.getTileRangeForExtentAndResolution( var tileRange = tileGrid.getTileRangeForExtentAndResolution(
frameState.extent, tileResolution); extent, tileResolution);
var framebufferExtent; var framebufferExtent;
if (!goog.isNull(this.renderedTileRange_) && if (!goog.isNull(this.renderedTileRange_) &&
@@ -463,14 +471,14 @@ ol.renderer.webgl.TileLayer.prototype.renderFrame =
} }
this.updateUsedTiles(frameState.usedTiles, tileSource, z, tileRange); this.updateUsedTiles(frameState.usedTiles, tileSource, z, tileRange);
tileSource.useLowResolutionTiles(z, frameState.extent, tileGrid); tileSource.useLowResolutionTiles(z, extent, tileGrid);
this.scheduleExpireCache(frameState, tileSource); this.scheduleExpireCache(frameState, tileSource);
goog.vec.Mat4.makeIdentity(this.texCoordMatrix_); goog.vec.Mat4.makeIdentity(this.texCoordMatrix_);
goog.vec.Mat4.translate(this.texCoordMatrix_, goog.vec.Mat4.translate(this.texCoordMatrix_,
(view2DState.center.x - framebufferExtent.minX) / (center.x - framebufferExtent.minX) /
(framebufferExtent.maxX - framebufferExtent.minX), (framebufferExtent.maxX - framebufferExtent.minX),
(view2DState.center.y - framebufferExtent.minY) / (center.y - framebufferExtent.minY) /
(framebufferExtent.maxY - framebufferExtent.minY), (framebufferExtent.maxY - framebufferExtent.minY),
0); 0);
goog.vec.Mat4.rotateZ(this.texCoordMatrix_, view2DState.rotation); goog.vec.Mat4.rotateZ(this.texCoordMatrix_, view2DState.rotation);