Commit Graph

13 Commits

Author SHA1 Message Date
ahocevar
f5b53740e6 Define map at the top 2013-03-12 08:28:24 +01:00
Tim Schaub
7f62b26c80 New example style 2013-03-07 23:48:23 -07:00
Tim Schaub
ee75c4b90e Use new projection getter 2013-03-07 23:48:10 -07:00
Tim Schaub
5ce114c1b6 Style in example 2013-03-07 22:29:00 -07:00
Tim Schaub
f961930823 Render countries from GeoJSON
This reveals a number of issues that still need to be addressed.
2013-03-06 19:24:53 -07:00
Tim Schaub
12bee3178e Moving the feature management to the layer
The source will be responsible for fetching vector data.
2013-03-05 12:46:55 +01:00
Tim Schaub
d3c4869917 Work with new ol.projection package 2013-03-03 16:09:00 +01:00
Tim Schaub
d642628545 Example syntax 2013-02-20 00:21:08 -07:00
Tim Schaub
735f490f56 Treating geometry as just another attribute
The first set geometry is considered the default.  As an added bonus, we're back to a single argument constructor.  Later, we could allow a schema to be set.  This would be done before setting values (calling constructor with no args).
2013-02-20 00:02:50 -07:00
ahocevar
61e4452c83 Adding missing and removing unused goog.requires 2013-02-06 16:26:24 +01:00
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