Commit Graph

13 Commits

Author SHA1 Message Date
Frederic Junod
e13075f6ff Don't inject ol.css from loader.js 2013-07-25 11:40:35 +02:00
Tim Schaub
7ebacba720 Use full grid
The example documentation should not be restricted to 1/3 of the row unless there is something else consuming the other 2/3.
2013-06-28 10:42:42 -06:00
ahocevar
c17424deec Basic support for text symbolizers
This adds basic label rendering for points and polygons to the
canvas renderer, and a text symbolizer to the style package.
2013-06-19 22:01:51 +02:00
ahocevar
666a010e3b Point-in-polygon improvements
As suggested by @tschaub in #674, geom.pointInPoly is not needed
if we have geom.LinearRing#containsCoordinate. This pull request
also adds tests and documentation on the limitations of the
containsCoordinate method.

I think for now it is ok to keep geometry/topology functions as
simple as possible in ol3. If we decide to not rely on third
party libraries like jsts for topology operations, we can always
refine what we have and e.g. port topology operations over from
ol2.
2013-05-07 10:49:51 +02:00
ahocevar
d2c81db06a Info box instead of tooltip as suggested by @fredj 2013-04-30 14:15:39 +02:00
ahocevar
6c5377eebe Creating a resources folder for use by examples and API docs 2013-04-04 15:18:15 +02:00
Tim Schaub
462659a9fc Use index.html instead of example-list.html
The original decision to avoid index.html was because it only works with a build step.  Since we've all accepted a build step, the more sensible name is index.html.  Without this change, every hosted example has a link to http://openlayers.github.com/ol3/master/examples/example-list.html which 404s.
2013-03-19 12:17:00 -06:00
Tim Schaub
1ac77b1a6f Make social links more social 2013-03-18 13:27:47 -06:00
Tim Schaub
7f62b26c80 New example style 2013-03-07 23:48:23 -07:00
Tim Schaub
11b8c0ff47 Don't generate new tiles while animating 2013-02-06 17:47:03 -07:00
Tim Schaub
4e3f984796 Properly rendering features to canvas tiles
It looks like this approach will work well for panning (as anticipated).  For animated zooming, it is not going to work as is.  It looks like the canvas tile generation is too much for this type of animation loop.  Though there are clearly still areas for optimization:

 * Don't create new tiles while animating between zoom levels.  Using existing tiles only while animating should bring a significant performance gain.
 * Simple spatial index for tiles - each tile coord in the matrix could have a feature lookup object (keyed by id).  This needs to account for rendered dimension (as witnessed by the point being cut by a tile).  Given that the current example uses only three features, adding the spatial index should only be a minor improvement.
 * Reuse a fixed set of canvas tiles that are generated at construction (and increased/decreased with view size changes).
 * If a fixed set of tiles is not used, at least new ones could be cloned from existing ones (minor).
 * Do some profiling to look for more ideas.

In addition, world-wrapping needs addressed.  I don't think this renderer is the right (or at least the only) place to address this.  And the cache of tiles needs to be managed for real.  But hey, at least we've got a working tiled vector renderer now.
2013-01-24 21:57:12 -07:00
Tim Schaub
8d5a45d827 Set up example for debugging 2013-01-24 16:51:10 -07:00
Tim Schaub
c50fcecf42 Vector rendering example
There is a ton of room for optimization here.  The vector layer renderer should only render dirty areas and could maintain a cache of rendered canvas tiles.  The vector source could have a simple spatial index for features (by tile coord).  Need to also discuss how to work with this animation framework (to avoid the excess work while waiting for tiles to load on every other layer).
2013-01-22 01:46:27 -07:00