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