| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Update gl-js and generate style code
* Factor out packUint8Pair() helper function
* Draft implementation of DDS for {text,icon}-size
Ports https://github.com/mapbox/mapbox-gl-js/pull/4455
* Fix text-size/composite-function-line-placement test
* Refactor to PaintPropertyBinders-like strategy
* Dedupe gl::Program construction
* Use exponential function base for interpolation
* Dedupe coveringZoomStops method
* Fixup tests
* Fix CI errors (hidden within #if block)
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
std::to_string() potentially uses a decimal point character different
than a dot (.), depending on the environment's locale. But since this
generated string will be part of GLSL code, there needs to be a dot and
nothing else.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* [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
|
|
|
|
|
|
|
|
|
| |
* Extract `ignore` util to separate header.
* `Segment` now tracks offset and length of indices, rather than primitives. This is more natural.
* Introduce `VertexVector` and `IndexVector` types. These types carry information about the intended draw mode (`Triangles`, `LineStrip`, etc.), and ensure that elements are always appended in a group size appropriate for that draw mode, for both indexed and unindexed rendering.
* `Program`, rather than `Drawable`, is now the unifying object for draw calls. `Program` is the best place to type check the draw call, because it is typed to carry information about the intended primitive, vertex type, attributes, and uniforms.
* Use the debug shaders for debug tile rendering, like gl-js.
* Fix the draw mode for background. It was drawing triangle strips with a triangles array. Surprised this didn’t cause issues. Now it’s type checked.
|
|
|