| Commit message (Collapse) | Author | Age | Files | Lines |
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Apply bidi and shaping in symbol_layout.
Add utility functions for converting to and from UTF-16.
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* [core] update shaders for line property functions
update deps, define device pixel ratio for all shaders
[core] create ShaderParameter struct to store pixel ratio and overdraw param
repair rebase errs
update shaders to include pixel ratio
make sure collision_box never overdraws
update test suite, move shaders to Painter::render so the correct pixel ratio is applied
move shader compiling back to the Painter constructor
rebase from shader --> program refactor
re-factor parameters for collisionBox and debug programs
remove unused vars from line-program, move blur math to shader
update core files
remove unecessary files
update shaders PR, remove comments
bump test suite sha
fix formatting, incorporate feedback
refactor program.hpp
* [core] remove line transformations that were moved to the shaders, bump shader sha
* [core] shorten ProgramParameter instantiation
* [core] bump shader+test suite shas
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* [core] Line-break ideographic text by character
Allow a line break to be inserted after any supported Chinese, Japanese, or Yi character in a point-placed label. Balance the lines unless non-ideographic text such as Latin letters are present.
Fixes #1223.
* [core] Moved more character classing into util::i18n
* [core] Detect character properties by Unicode block
* [test] Reenabled ideographic breaking tests
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Now testing 'query-tests/symbol-features-in/pitched-screen'.
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This gives the ability to pan and/or rotate the map in a posterior step
after initial render for testing purposes.
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Documentation for enum values landed in mapbox/mapbox-gl-style-spec#510.
This updates Android, iOS, and macOS documentation code gen scripts to capitalize on them.
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* [core, ios, android] Use `auto` value for properties with calculated defaults
* Fix render tests
* [core] Don't use depth test unless text is pitch-aligned to map.
* Bump mapbox-gl-test-suite
* TransformState pitch is already in radians
* Reduce setDepthSublayer calls
* Bump test suite
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* [core, ios, android] Use `auto` value for properties with calculated defaults
* Fix render tests
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For (hopefully) better performance than creating a new v8::Context to
wrap each callback while still avoiding leaking memory with v8::FunctionTemplate.
Adds a JavaScript shim in front of module.exports.Map to wrap the
req.respond API internally and preserve the public callback-passing
API, while still exporting the correct prototype.
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* update vertex array ushorts
* update atlas size
* testing latest cjk test-suite branch
* update shader ref
* update shaders
* update icon buffer
* shaders
* updated tests
* buffer fix
* updated make tests
* annotation expected updates
* final push
* final fonts
* a_data1 removal
* remove cjk-mixed test
* hiring threshold for cjk-chinese
* update to new test suite
* Rename a_data2 to a_data in sdf and icon shaders
* update test-suite sha
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This is very much a work in progress.
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* add supercluster dependency
* prepare GeoJSONTile for Supercluster
* prepare GeoJSONSource for accepting options
* try removing mbgl::GeoJSON
* fix setGeoJSON types
* add GeoJSONSource getURL
* add geojson to include path
* add Supercluster index in GeoJSONSource
* fix GeoJSONSource getZoomRange
* bring back mbgl::GeoJSON header
* fix tidy warnings hopefully
* try test-suite with enabled cluster test
* fix formatting in clustering-related files
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webp support in memory test
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Ref: https://github.com/mapbox/mapbox-gl-shaders/issues/1
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- Use glBindAttribLocation for GLSL attributes.
- Create a separate shader for each shader that supports overdraw.
Needed because each uniform location must be known for every program.
- Create a separate VAO for each shader inside buckets.
Needed because we can only bind a VAO to a specific shader.
Fixes #5435.
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