Use for loop instead of forEach in WebGL map renderer
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@@ -524,13 +524,17 @@ ol.renderer.webgl.Map.prototype.renderFrame = function(frameState) {
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this.textureCache_.set(frameState.index.toString(), null);
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++this.textureCacheFrameMarkerCount_;
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goog.array.forEach(frameState.layersArray, function(layer) {
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var layerRenderer = this.getLayerRenderer(layer);
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var layerState = frameState.layerStates[goog.getUid(layer)];
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var layerStates = frameState.layerStates;
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var layersArray = frameState.layersArray;
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var i, layer, layerRenderer, layerState;
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for (i = 0; i < layersArray.length; ++i) {
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layer = layersArray[i];
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layerRenderer = this.getLayerRenderer(layer);
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layerState = frameState.layerStates[goog.getUid(layer)];
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if (layerState.visible && layerState.ready) {
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layerRenderer.renderFrame(frameState, layerState);
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}
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}, this);
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}
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var size = frameState.size;
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if (!this.canvasSize_.equals(size)) {
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@@ -552,9 +556,10 @@ ol.renderer.webgl.Map.prototype.renderFrame = function(frameState) {
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var currentProgram = null;
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var locations;
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goog.array.forEach(frameState.layersArray, function(layer) {
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for (i = 0; i < layersArray.length; ++i) {
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var layerState = frameState.layerStates[goog.getUid(layer)];
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layer = layersArray[i];
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layerState = frameState.layerStates[goog.getUid(layer)];
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if (!layerState.visible || !layerState.ready) {
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return;
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}
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@@ -608,7 +613,7 @@ ol.renderer.webgl.Map.prototype.renderFrame = function(frameState) {
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}
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var layerRenderer = this.getLayerRenderer(layer);
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layerRenderer = this.getLayerRenderer(layer);
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gl.uniformMatrix4fv(
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locations.u_texCoordMatrix, false, layerRenderer.getTexCoordMatrix());
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gl.uniformMatrix4fv(locations.u_projectionMatrix, false,
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@@ -621,7 +626,7 @@ ol.renderer.webgl.Map.prototype.renderFrame = function(frameState) {
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gl.bindTexture(goog.webgl.TEXTURE_2D, layerRenderer.getTexture());
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gl.drawArrays(goog.webgl.TRIANGLE_STRIP, 0, 4);
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}, this);
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}
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if (!this.renderedVisible_) {
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goog.style.showElement(this.canvas_, true);
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