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* [core, ios, macos] Refactor composite stop types and conversionsJohn Firebaugh2017-02-091-11/+9
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* compare polygon ring areas absolutelynode-v3.4.4-13e504Dane Springmeyer2017-02-091-1/+1
| | | | | - This ensures we actually keep the largest polygons - Adds testcase that fails without this patch
* [core] Update gl-js; fix $id filters with GeoJSON sourceJohn Firebaugh2017-02-081-0/+4
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* [build, ios, macos] Simplify version portion of user agent stringJohn Firebaugh2017-02-083-14/+18
| | | | The X.Y.Z version portion was unreliable, as it pulled from the latest tag regardless of platform. Set version to 0.0.0 and retrieve only the hash, which allows us to drop the node/npm dependency.
* [core] Use cpp files for shader sourceJohn Firebaugh2017-02-0726-2011/+2206
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* [core] Check in generated shader codeJohn Firebaugh2017-02-0720-13/+2193
| | | | One step toward eliminating the node/npm dependency for platforms other than node.
* [node] Temporary: exit(0) on exception in Painter::renderJohn Firebaugh2017-02-061-4/+10
| | | | Hope to get complete apitrace with a clean exit rather than an abort.
* [core] default value support in categorical function conversionIvo van Dongen2017-02-027-31/+45
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* [core] Add support for data-driven stylingJohn Firebaugh2017-02-02108-924/+2269
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* [core] Move fill-outline special case to FillLayer::Impl::evaluateJohn Firebaugh2017-02-022-5/+5
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* [core] remove trailing whitespace, add trailing newlines, add space after //Konstantin Käfer2017-01-2720-37/+37
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* [core] Allow tile cache size to change with viewport sizeJohn Firebaugh2017-01-261-1/+1
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* [core] Scale tile cache size based on tile sizeJohn Firebaugh2017-01-261-2/+2
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* [core] fix rendering 180° line joinsKonstantin Käfer2017-01-232-5/+13
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* [core][Qt] Use Qt for UTF16, since `codecvt` is not always availableThiago Marcos P. Santos2017-01-201-8/+2
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* [core] Remove unused includeThiago Marcos P. Santos2017-01-191-2/+0
| | | | pthread is not used directly, but per platform basis.
* [core] Clean up merge_lines.cpp and add bounds checkingJohn Firebaugh2017-01-181-37/+27
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* [core] Fix calculation of delayed transitionsJohn Firebaugh2017-01-171-0/+3
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* [core] Disable debug groups in release buildsJohn Firebaugh2017-01-172-36/+38
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* [core] Restore GL_KHR_debug messages in release buildsJohn Firebaugh2017-01-173-17/+8
| | | | This reverts commit 8c4da72d09e585bd10d030129c99e1e609a2d2f9.
* [core] abort early when placing a glyph in GlyphAtlas if the bitmap is invalidKonstantin Käfer2017-01-171-2/+12
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* [core] harden Glyph PBF parsingKonstantin Käfer2017-01-173-12/+41
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* [core] Use std::tie in tileCover sortBruno de Oliveira Abinader2017-01-171-2/+1
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* [core] Use std::tie in *TileID operator<Bruno de Oliveira Abinader2017-01-171-3/+3
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* [core] Use std::tie in Source::Impl::queryRenderedFeatures sortBruno de Oliveira Abinader2017-01-171-3/+2
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* [core] include leading slash in URL.pathKonstantin Käfer2017-01-172-10/+5
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* [core] update CSSColorParserKonstantin Käfer2017-01-162-9/+19
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* Merge branch '1ec5-release-ios-v3.4.0-beta.7'Minh Nguyễn2017-01-165-14/+35
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| * Merge branch 'release-ios-v3.4.0' into 1ec5-release-ios-v3.4.0-beta.7Minh Nguyễn2017-01-165-14/+35
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| | * [core] Avoid clustering unclusterable GeoJSONMinh Nguyễn2017-01-081-9/+10
| | | | | | | | | | | | Ignore empty feature collections or non–feature collections for the purposes of clustering or tiling. A source’s clustering option can only be set when the source is constructed, but setGeoJSON() enables the developer to swap a clusterable feature for an unclusterable geometry and back.
| | * [core] Added URL accessor for tile sourcesMinh Nguyễn2016-12-205-5/+25
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* | | [core] Fix ambiguous condition on the sort criteriaThiago Marcos P. Santos2017-01-161-10/+10
|/ / | | | | | | | | | | | | | | | | The previous sorting criteria would sometimes allow C > B, B > A but A > C, making the internal std::sort code sometimes point to an invalid reference. Fixes #7737
* | [core] Fix flickering caused by regression in #7586John Firebaugh2017-01-109-22/+24
| | | | | | | | It should be safe to invoke GeometryTileWorker::setData multiple times without invoking GeometryTileWorker::setLayers. Therefore GeometryTileWorker::redoLayout() must not consume the layers.
* | [core] Replace FeatureIndex::collisionTile with a method parameterJohn Firebaugh2017-01-106-14/+12
| | | | | | | | This reduces state and simplifies the test added in the prior commit.
* | [core] Keep symbol and non-symbol buckets segregatedJohn Firebaugh2017-01-102-7/+8
| | | | | | | | Discard prior symbol buckets only when new symbol buckets became available, in order to eliminate flickering when tiles are refreshed.
* | [core] Unify update and render into a single stepJohn Firebaugh2017-01-062-84/+89
| | | | | | | | Update only when, and just prior to, rendering, giving no opportunity to interleave unexpected state changes. This means that every time anything about the state is changed, we'll have to attempt a render to reflect that change. In the case of continuous rendering this has happened before this change as well, but it leaves no room for time to pass between an update and a render. In the case of still image rendering, a render call will only actually paint something to the view when all resources have been loaded.
* | Small line breaking improvements based on testing with Chinese data:Chris Loer2017-01-051-21/+23
| | | | | | | | | | | | | | - Put "breakable" punctuation (such as a hyphen) on the line that starts the break, not the line after the break. - Process all characters with the line breaking algorithm, even if we don't have glyphs for them. Some fonts have glyph-less breakable characters (we end up treating them similarly to a "zero-width space"). - Don't include trailing white space in raggedness calculations - Make the "favor short final lines" rule more aggressive (unlike the other changes, this one is purely an aesthetic choice)
* | Port raggedness-minimizing line breaking from gl-js.Chris Loer2017-01-054-46/+110
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* | Render newlines in labels even if there's nothing else on the line.Chris Loer2017-01-051-10/+10
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* | Cleaning up line breaking code.Chris Loer2017-01-052-34/+27
| | | | | | | | | | | | * Don't include trailing spacing (as opposed to whitespace) in lineLength * Modify BiDi interface to require initial bidi layout and linebreaking to happen in one call. * Code style changes suggested by @kkaefer
* | [core] Get rid of user-specified refsJohn Firebaugh2017-01-0436-68/+492
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* | [core] Remove constexpr from ColorJohn Firebaugh2017-01-042-4/+4
| | | | | | | | GCC can't cope with it.
* | [core] Update gl-js for shader changeJohn Firebaugh2016-12-235-12/+11
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* | [core] Correct boolean function interpolationJohn Firebaugh2016-12-221-0/+4
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* | [core] fix matrix z range and remove hackAnsis Brammanis2016-12-211-3/+6
| | | | | | | | | | | | | | ported from -js: 0b5520fa5ab2a4659d80dcffa8b035a0d84fe1ca This should fix the issue behind #2270 and remove the need for the hack added in #3740.
* | [core] clearer pitched line antialiasingAnsis Brammanis2016-12-213-23/+21
| | | | | | | | | | | | | | | | | | | | 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.
* | [core, ios] replace `altitude` with `fov`Ansis Brammanis2016-12-216-23/+34
| | | | | | | | | | | | | | | | | | 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`
* | [core] fix text blurriness at different FOVsAnsis Brammanis2016-12-211-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | ported from -js: c52a09639ceeeb809cd837360993df9c45b45420 This replaces a hardcoded shader approximation with a more correct, FOV-dependent one. `gl_Position.w - 0.5` is replaced with `gl_Position.w / tan(fov)` The `/ tan(fov)` is handled by multiplying `1 / tan(fov)` into `u_gamma` outside the shader. I think `- 0.5` was just chosen as something that looked right for the default fov.lease enter the commit message for your changes. Lines starting
* | [core] Replace magic number with constant-based calculationJohn Firebaugh2016-12-211-2/+2
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* | [core] Polylabel-based "pole of inaccessibility" symbol placementJohn Firebaugh2016-12-211-5/+15
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