From bee94d0d4f0279f1cf8bfe30157d6c58dfa31002 Mon Sep 17 00:00:00 2001 From: Andreas Hocevar Date: Sat, 13 Aug 2016 11:01:01 +0200 Subject: [PATCH] Fix drawScale calculation The goal of using a drawScale was to use the smallest possible canvas (i.e. one that fits the tile pixel ratio instead of the view pixel ratio) when composing rotated views. Instead, the drawScale caused a ridiculously large canvas. --- src/ol/renderer/canvas/tilelayer.js | 6 +----- 1 file changed, 1 insertion(+), 5 deletions(-) diff --git a/src/ol/renderer/canvas/tilelayer.js b/src/ol/renderer/canvas/tilelayer.js index c99a1b5cd6..2f94b6920e 100644 --- a/src/ol/renderer/canvas/tilelayer.js +++ b/src/ol/renderer/canvas/tilelayer.js @@ -12,7 +12,6 @@ goog.require('ol.extent'); goog.require('ol.render.canvas'); goog.require('ol.render.EventType'); goog.require('ol.renderer.canvas.Layer'); -goog.require('ol.size'); /** @@ -245,10 +244,7 @@ ol.renderer.canvas.TileLayer.prototype.renderTileImages = function(context, fram if (rotation || hasRenderListeners) { renderContext = this.context; var renderCanvas = renderContext.canvas; - var drawZ = tileGrid.getZForResolution(resolution); - var drawTileSize = source.getTilePixelSize(drawZ, pixelRatio, projection); - var tileSize = ol.size.toSize(tileGrid.getTileSize(drawZ)); - drawScale = drawTileSize[0] / tileSize[0]; + drawScale = source.getTilePixelRatio(pixelRatio) / pixelRatio; var width = context.canvas.width * drawScale; var height = context.canvas.height * drawScale; // Make sure the canvas is big enough for all possible rotation angles