Instead, we create a new tile grid whenever renderFrame is
called, no animation is active, and the resolution is not in the
tile grid already. This gives better rendering results because
we get vector tiles at native resolutions.
Setting the renderer of the ten-thousand-points example to
WebGL should remove the need for this stub. This is basically
the same approach we took for all vector examples in master,
where we set the renderer to Canvas.
To avoid surprises for application developers, this change
creates a new getFeatures method. So it is clear now beforehand
whether features or feature info markup is returned. The result
is now also grouped by layer, so application developers always
have a link between a layer and the feature info it returns.
To make getFeatureInfo return markup for vector layers, this
change also adds a featureInfoFunction property to the vector
layer, which gives developers full control over how features are
rendered to feature info markup.
Currently, the dirty flag is never reset (to false). This is a bug. Because renderFrame is called very often (every layer render gets called when every other layer needs to re-render), it is criticial to know when we can bail out early. The dirty flag is currently the way that the vector layer renderer knows that it needs to do more work. On an empty cache, the renderFrame method of the vector layer renderer is called ~30 times for a single zoom in the vector layer example (due to tiles loading on other layers). Without this change, we miss the fast path out and clear/re-render the canvas all 30 times. With this change, we are only clear the canvas and redraw 6 times in a typical zoom animation.
The reason for this change is that symbolSizes and maxSymbolSize
on the instance will be wrong as soon as the resolution changes
and cached tiles are used. It turned out that the approach used
now has several advantages: smaller symbolSizes objects, no need
to merge symbolSizes objects, and cache management for free (no
risk of memory leaks). Note that the symbolSizes and
maxSymbolSize for each tile are not strictly tile specific -
they represent the rendering pass that created the tile. This
has no negative side effects, and it has the advantage that
there is not a single additional loop needed to create these
structures.
With this change, hit detection for lines and points gets very
accurate, because the vector renderer instance keeps track of
line widths and point symbol sizes. After doing a bbox query in
the RTree, returned lines and points are evaluated against the
thresholds of their line width or symbol size. The KML example
with its different symbolizers now has getFeatureInfo too to
show this in action.