Rename textureCache to tileTextureCache
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@@ -128,7 +128,7 @@ ol.webgl.Map = function(target, opt_values) {
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* @private
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* @type {Object.<string, WebGLTexture>}
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*/
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this.textureCache_ = {};
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this.tileTextureCache_ = {};
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/**
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* @private
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@@ -185,7 +185,7 @@ ol.webgl.Map.prototype.disposeInternal = function() {
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goog.object.forEach(this.shaderCache_, function(shader) {
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gl.deleteShader(shader);
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});
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goog.object.forEach(this.textureCache_, function(texture) {
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goog.object.forEach(this.tileTextureCache_, function(texture) {
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gl.deleteTexture(texture);
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});
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}
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@@ -256,12 +256,13 @@ ol.webgl.Map.prototype.getShader = function(shaderObject) {
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/**
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* @param {Image} image Image.
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* @param {ol.Tile} tile Tile.
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* @return {WebGLTexture} Texture.
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*/
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ol.webgl.Map.prototype.getTexture = function(image) {
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if (image.src in this.textureCache_) {
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return this.textureCache_[image.src];
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ol.webgl.Map.prototype.getTileTexture = function(tile) {
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var image = tile.getImage();
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if (image.src in this.tileTextureCache_) {
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return this.tileTextureCache_[image.src];
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} else {
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var gl = this.getGL();
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var texture = gl.createTexture();
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@@ -276,7 +277,7 @@ ol.webgl.Map.prototype.getTexture = function(image) {
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goog.webgl.CLAMP_TO_EDGE);
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gl.texParameteri(goog.webgl.TEXTURE_2D, goog.webgl.TEXTURE_WRAP_T,
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goog.webgl.CLAMP_TO_EDGE);
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this.textureCache_[image.src] = texture;
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this.tileTextureCache_[image.src] = texture;
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return texture;
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}
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};
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@@ -361,7 +362,7 @@ ol.webgl.Map.prototype.handleWebGLContextLost = function(event) {
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event.preventDefault();
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this.shaderCache_ = {};
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this.programCache_ = {};
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this.textureCache_ = {};
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this.tileTextureCache_ = {};
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goog.object.forEach(this.layerRenderers, function(layerRenderer) {
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layerRenderer.handleWebGLContextLost();
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});
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@@ -305,7 +305,7 @@ ol.webgl.TileLayerRenderer.prototype.redraw = function() {
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2 / tileBoundsSize.height,
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1);
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gl.uniformMatrix4fv(this.locations_.uMatrix, false, uMatrix);
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gl.bindTexture(goog.webgl.TEXTURE_2D, map.getTexture(tile.getImage()));
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gl.bindTexture(goog.webgl.TEXTURE_2D, map.getTileTexture(tile));
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gl.activeTexture(goog.webgl.TEXTURE0);
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gl.drawArrays(goog.webgl.TRIANGLE_STRIP, 0, 4);
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} else {
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