Tom Payne
879d9758c0
Cache array length in WebGL renderer
2013-04-20 11:34:48 +02:00
Tom Payne
7979726327
Avoid creating an ol.Size object
2013-04-19 20:52:40 +02:00
Tom Payne
d964bbc605
Use for loop instead of forEach in WebGL tile layer renderer
2013-04-19 20:41:54 +02:00
Tom Payne
f5611d6cd6
Use for loop instead of forEach in WebGL map renderer
2013-04-19 20:29:24 +02:00
Tom Payne
305089d84f
Port ol.renderer.webgl to new extents
2013-04-19 10:03:35 +02:00
Tom Payne
75bc61c0e0
Use index instead of time as frame marker
2013-04-18 14:47:27 +02:00
Tom Payne
2f5797bc16
Always create layer renderer, even when layer is invisible or not ready
...
This is necessary because it is the layer renderer that is responsible
for triggering a render when a layer loads or becomes visible.
2013-04-18 12:52:45 +02:00
Tom Payne
07fe17924b
Remove layer renderers in post render function
2013-04-16 18:16:08 +02:00
Tom Payne
4e69b2bb8b
Create and remove layer renderers in renderFrame
...
Previously, the map renderer would listen for layers being added and
removed from the layers collection, and would create and remove layer
renderers in response to these events.
With this change, layer renderers are only created or removed when
renderFrame is called, which leads to somewhat simpler code.
We still need to listen to changes to the layers collection, but now
these only trigger a new render.
This new approach also has an advantage when layers change order.
Swapping the order of two layers involves removing one and re-inserting
it elsewhere. With the old approach, this would cause the deletion and
re-creation of the layer renderer. With this new approach, the layer
renderer is preserved.
2013-04-12 17:50:38 +02:00
Tom Payne
be629a7ed8
Sort jsdoc comments alphabetically
2013-04-12 00:48:55 +02:00
Tom Payne
0371b891a6
Tighten up permission on layer renderers
2013-04-12 00:48:35 +02:00
Tom Payne
d855a35446
Make renderer layer management private
2013-04-12 00:33:37 +02:00
Tom Payne
ee817ba4a2
Clean up ol.renderer.webgl.Map.createLayerRenderer
2013-04-12 00:33:37 +02:00
Tom Payne
fe03ebe99c
Re-use ol.Extent objects
2013-04-09 19:19:45 +02:00
Tom Payne
e556c87a7c
Re-use ol.TileRange objects
2013-04-09 19:19:20 +02:00
Tom Payne
4d6e060052
Use high resolution tiles in WebGL renderer
2013-04-09 13:15:16 +02:00
Tom Payne
52893f1ba2
Remove stray comment
2013-04-09 13:07:02 +02:00
Tom Payne
eee24870b5
Merge pull request #506 from twpayne/refactor-webgl-shaders
...
Refactor WebGL shaders
2013-04-08 11:11:47 -07:00
Tom Payne
e132943eef
Use goog.asserts.fail
2013-04-08 19:14:16 +02:00
Tom Payne
667f3de6d9
Remove unused constants
2013-04-08 16:40:53 +02:00
Tom Payne
ee54aaaea4
Use simpler, faster shader when brightness, contrast, hue and saturation are unchanged
2013-04-08 16:40:53 +02:00
Tom Payne
f7f799be27
Use automatically generated locations in WebGL tile layer renderer
2013-04-08 16:40:53 +02:00
Tom Payne
aa5ce41cb5
Automatically generate uniform and attribute locations
2013-04-08 16:40:49 +02:00
Tom Payne
c6cd3e0227
Refactor glsl-unit templates
...
This abuses the template system to allow both a single anonymous shader
and multiple named shaders to be defined in a namespace.
2013-04-08 15:57:26 +02:00
Tom Payne
4d1ec1ff90
Remove (mostly unused) logger
2013-04-06 17:32:41 +02:00
Tom Payne
4be8c991f7
Add missing Closure Library requires
2013-04-06 14:28:12 +02:00
Tom Payne
da1e5aadd3
Factor out css.js and fix requires
2013-04-05 20:59:16 +02:00
Tom Payne
5680b89c48
Update logos in renderers
2013-04-05 18:27:51 +02:00
Tom Payne
02196c94b5
Redefine ol.Coordinate to be Array.<number>
2013-04-05 12:30:37 +02:00
Tom Payne
b32a2e101c
Abort rendering when WebGL context is lost
2013-04-05 00:14:10 +02:00
Éric Lemoine
e128bab625
Do not pass tile grid to getTile and tileUrlFunc
...
getTile and the tileUrlFunc are functions of the source, so they do need to be passed the tile grid. The tile source knows its tile grid, and can get the projection's tile grid if it doesn't have a tile grid.
2013-04-02 11:12:43 +02:00
Tom Payne
494d61250e
Make tile pre-loading a per-layer option
2013-03-27 14:34:29 +01:00
Tom Payne
1d22d2fdde
Tune tile priority functions
2013-03-27 14:34:29 +01:00
Tom Payne
5e8b0de66d
Use tile texture queue
2013-03-27 14:34:29 +01:00
Tom Payne
6221680b0b
Add tile texture queue
2013-03-27 14:34:29 +01:00
Tom Payne
6cfe918501
Merge pull request #428 from twpayne/gc-optimizations
...
GC optimizations
2013-03-25 03:54:15 -07:00
Tom Payne
65e6ed3485
Rename getTileZXY to getTile
2013-03-25 10:10:03 +01:00
Tom Payne
69d06a6e18
Add comment about automatically generated files
2013-03-25 10:04:32 +01:00
Tom Payne
3a4ef83e79
Tidy up ol.webgl namespace
2013-03-24 15:51:09 +01:00
Tom Payne
dfb631a08f
Replace getTile with getTileZXY
...
This massively reduces the number of temporary ol.TileCoord objects.
Previously an ol.TileCoord object was generated for every potentially
visible tile at the current zoom level and lower, every frame. This
commit eliminates all of those. Now new ol.TileCoord objects are only
allocated when a new tile is created.
2013-03-24 15:24:49 +01:00
Tom Payne
731fcd3d17
Move shader support code into ol.webgl
2013-03-23 18:29:26 +01:00
Tom Payne
711e4be19e
Use glsl-unit in WebGL tile layer renderer
2013-03-23 17:47:02 +01:00
Tom Payne
7300051b69
Use glsl-unit in WebGL map renderer
2013-03-23 17:46:38 +01:00
Tom Payne
c48df12a33
Add infrastructure for glsl-unit
2013-03-23 17:45:44 +01:00
Tom Payne
3fbf7b8c20
Merge pull request #357 from twpayne/load-low-resolution-tiles
...
Load low resolution tiles
2013-03-23 06:00:45 -07:00
Tom Payne
80df629319
Premptively load low resolution tiles
2013-03-22 21:02:09 +01:00
Tom Payne
e3abe376f1
Remove ol.source.TileSource.useLowResolutionTiles
2013-03-22 21:02:06 +01:00
Tom Payne
876fea2fb7
Rename shader variables to match CSS specification
2013-03-22 18:02:31 +01:00
Tom Payne
b7184641b0
Use shorter module name and clean up requires
2013-03-22 17:58:15 +01:00
Tom Payne
69370ce629
Use ol.structs.Buffer.getUsage
2013-03-22 17:33:19 +01:00