| Commit message (Collapse) | Author | Age | Files | Lines |
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https://bugzilla.opensuse.org/show_bug.cgi?id=1158510#c25
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Cherry picked from commit fc0745a699a0ef60c080e9c2ff5eaecde9cb5306
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Bump version.
mapbox-gl-native @ 377a6e42d687c419e6ae1012b8626336f5dfc1b6
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Bump version.
mapbox-gl-native @ 27b21363e62c105db0b040b4c5a5ef31170ebd30
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mapbox-gl-native @ ae0e583590ce8d7a564c8d9cb7c0fcee5515125e
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mapbox-gl-native @ 5de373fff0e71496b6aa11ecb6556f958a28d80b
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mapbox-gl-native @ 8757164ac8f2b033b2b12d4baf075ed18cfeb2b4
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mapbox-gl-native @ cf3357ea4517e74ba3a63434c330a1506064b130
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mapbox-gl-native @ 92608f58858d77c17a65ae9b29758e74bb2da7d2
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mapbox-gl-native @ 13ec2cc562ce98a089b47dee2987b5e58a0384e2
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mapbox-gl-native @ 0ef7b7154f6d4498077a83db5c486c61bc34938c
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mapbox-gl-native @ 10f7af19ce1ec61f37459f9cd75e2a0c89a0c790
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mapbox-gl-native @ bd15e273dce767458d335aeb1f50aa081390d593
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mapbox-gl-native @ edd7948893fcd40a24d96b790e21d3dd028cecbe
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This reverts commit 8c4da72d09e585bd10d030129c99e1e609a2d2f9.
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ported from -js: ef5582dd3bc5c15a3112e875ed66494dab8e9d0b
Project the extrusion and compare it's projected pixel length with the
actual pixel length and adjust antialiasing accordingly.
The previous approach calculated the adjustment much more indirectly and
had no intuitive explanation.
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ported from -js: eb6c6596c6a7a61363d30356674e0002153b1d19
`altitude` was a terribly-named variable that was used to indirectly
control the fov. This should eliminate some confusion.
`altitude` was equivalent to `cameraToCenterDistance / height`
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* Off-by-one in DebugBucket indexing
* Must unbind VAO before binding index buffer in Context::createIndexBuffer
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Also includes stubs for fill-extrusion layer, because most of the code was auto-generated.
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This converts the style property classes (CirclePaintProperties and so on) to the same tuple-based approach as gl::Attribute and gl::Uniform. The approach is outlined in https://github.com/mapbox/cpp/blob/master/C%2B%2B%20Structural%20Metaprogramming.md.
The main advantage of this approach is it allows writing algorithms that work on sets of style properties, without resorting to code generation or manually repetitive code. This lets us iterate on approaches to data-driven properties more easily.
Another advantage is that the cascading, unevaluated, and evaluated states of a set of properties exist as independent structures, instead of individual properties holding their own state. This is a more functional approach that makes data flow clearer and reduces state.
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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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In FrameHistory::needsAnimation, we are computing "time - previousTime", but since previousTime was
initialized to Duration::min(), we got a integer overflow, which produced invalid values.
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* 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.
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force users to use the actual names to avoid implicit conversion accidentally targeting the wrong shader
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This reverts commit a70bfd89108cf1aef75181819ae43e550a69255e.
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The previous code didn't set the packing correctly, which meant that we had a buffer overrun in the debug code.
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