| Commit message (Collapse) | Author | Age | Files | Lines |
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* [core] Take max/min zoom option from style if they are set
* [core] std::move input value
* [Core] Add changelogs
* [Core] Fix clang-format reported error
* [Core] fix clang-tidy reported error
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Easier to maintain than a linker script. We build
everything with visibility hidden by default.
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The reason is applications using it, like GLFW, don't need
to depend on code inside platform/default.
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Works the same way as mbgl::style::set{Paint,Layout}Property functions.
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objects (#15539)
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When padding is not provided, the current one that's cached in the TransformState is going to be returned.
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Binary shader support has been removed in commit c2f974f2a573 ([core]
Remove binary shader support). This left-over parameter is not used
anywhere anymore.
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* indroduce clusterProperty option for aggregation
* remove unnecessary codes
* update geojson_option conversion
* fix reviewing findings
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This enables proper round-tripping for serialized format expression.
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Patch partly fixes #15163 in a way that it doesn't allow loading tens of thousands of tiles and attempt to show area above horizon:
Limit pitch based on edge insets. It is not too bad - current limit of 60 degrees stays active until center of perspective is moved towards the bottom, to 84% of screen height. The plan is to split removal of 60 degrees limit to follow up patch.
Fix max Z calculation in getProjMatrix. TransformState::getProjMatrix calculation of farZ was complex with possibility to lead to negative z values. Replacing it with simpler, precise calculation:
furthestDistance = cameraToCenterDistance / (1 - tanFovAboveCenter * std::tan(getPitch()));
TransformState::getProjMatrix calculation of farZ was an aproximation. Replacing it with simpler, but precise calculation.
Related to: #15163
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Before this change render passes were assigned for the
whole layer at properties evaluation stage.
This caused problems, as layer render data are bound
to the tile and these data might differ from tile to
tile, depending on which tile has been updated by the
tile worker and which has not been yet updated.
This change takes into consideration the actual render
passes required for each tile and combines them for
the layer render passes. Naturally, this change also
introduces render pass check for each render layer in
`RenderLayer::render()` implementations.
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Constants mask for data-driven paint properties is a reliable
criteria of whether the given updated properties can still be used
with the existing bucket (and the gl program instance).
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- Removed this parameter from the constructor, now that we
have a method to set it.
- Add the method and enforce the limits if the ambient cache exceeds the
size.
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These methods were only affecting tiles, but they should really
work on every resource like style, glyphs, etc.
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Avoid confusion about what is being reset. In this case, the whole
database and not only the ambient cache.
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These APIs need to be on the DefaultFileSource in order to
be visible for the SDKs bindings.
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Make the constructor less verbose and set good defaults.
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Make the distinction if a resource is being requested for offline
usage or if it will be used immediately.
Fixes #14746
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The change is implemented in TransformState::getProjMatrix, the rest of the code is making sure that existing API contracts stay and there are tests verifyingrendering and render query processing only items within screen and given tolerance around screen edges.
MapView: don't bake edge insets into relalculated camera center. Keep edge insets as property of camera in TransformState (similar to pitch, zoom, bearing) independent from specified camera center. Interpolate edge insets in animation.
iOS Demo app: "Turn On/Off Content Insets" pitch the camera and navigate to convenient location in Denver, where streets are parallel to cardinal directions, to illustrate viewport center offset when edge insets are set.
Tests:
ViewFrustumCulling: although Annotations are deprecated, queryRenderedFeatures related tests in Annotations would need to get ported and decided to add the edge insets related query tests next to them. Verify frustum culling (render+queryRenderedFeatures) With different camera and edge insets setups. TODO: port Annotations tests.
Transform.Padding: Verify that coordinates take proper place on screen after applying edge insets.
LocalGlyphRasterizer: verify text rendering when applying padding.
Related to #11882: both use projection matrix elements [8] and [9].
Alternative approach to this was to increase and offset map origin so that the screen would be a sub-rectangle in larger map viewport. This approach has a drawback of unecessary processing the items that are outside screen area.
Fixes #12107, #12728, navigation-sdks/issues/120
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creating/destroying core threads
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render(PaintParameters)
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MapObserver interface
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Since unique_ptr is already nullable there is no need to wrap it in an
optional<>.
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Add handling of default value to the conversion of legacy identity
functions. The color and enum tests still don't pass though.
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