| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
- Background placement code now just generates static symbol buffers
- Don't render GeometryTiles until their symbols are loaded. This is necessary for the CrossTileSymbolIndex to successfully prevent flicker.
- SymbolInstances are transferred to SymbolBucket for use on foreground during collision detection
- Symbols are sorted on foreground by sorting their index buffer but leaving vertex buffers intact (only works within one segment)
- Vertical glyphs are generated at same time as horizontal glyphs. `reprojectLineLabels` chooses which one to use at render time and hides the other.
- Icons are now always represented with a single collision box, even if they're placed along a line (this means their rotation alignment may be wrong, but the approach of representing them with multiple collision boxes wasn't very accurate either).
- Generate vertices for new debug collision boxes and collision circles
- Only add symbols within tile boundaries (reduces work, avoids double-draw)
- Update symbol_projection.cpp to support line label projection calls from CollisionIndex.
|
| |
|
|
|
|
| |
and rename BufferUsageType to BufferUsage
|
|
|
|
|
|
|
|
|
|
| |
port https://github.com/mapbox/mapbox-gl-js/pull/4781
This improves legibility of labels that follow lines in pitched views.
The previous approach used the limited information in the shader to
calculate put the glyph in approximatelyright place. The new approach
does this more accurately by doing it on the cpu where we have access to
the entire line geometry.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
Move renderer/* files into sub-folders
|