| Commit message (Collapse) | Author | Age | Files | Lines |
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We are also removing the code that is passing the Environment around
and instead, we get now the Environment in the TileData using
Environment::Get().
When processing the job, the work will be temporally registered to
the Environment as "TileWorker_0/0/0" which can be used for logging
in the future. At the end of the job, it gets unregistered
automatically from the Environment.
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Also, replace manual thread type checks with Environment::currentlyOn().
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The Environment will now keep track of every thread that is running
within a Environment::Scope. Once the Scope object is created, it will
automatically register the thread to the ThreadInfoStore with some
additional information and it will automatically deregister as the stack
frame rewinds (which can be useful for Threads that are temporally in
use by an Environment like Workers).
The ThreadInfoStore could be using the thread-local storage, but I think
that making the Environment aware of what threads are associated to it
can be useful for writing a mechanism for posting messages between threads.
Withing a Scope, the Environment associated to the thread can be queried
at any time which will save us from juggling a reference to the
Environemnt around. Finally, the type of thread (Main, Map, etc) can
also be queried at any moment to make sure a piece of code is running
on the desired thread.
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- OpenGL ES 2 doesn't allow NPOT textures with wrap-around
- The Sprite object reported the map's pixelRatio, even though it loaded @2x assets
- Copying icons from the sprite into the atlas now uses bilinear scaling to scale up to the actual size
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This reverts commit bffee0715458530c6c86f440f757a4de667278a2.
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There can be multiple tiles with the same ID, but from different
sources.
Fixes #957
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This follows gl-js and just makes sense -- whenever the style changes
the atlases should be blown away.
Refs #957
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order
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Get rid of printf and cout by using Log::*
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Use our logging system that will route the message accordingly on
the target platform.
Fixes #613
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Do not try to fulfil the promise twice in case both requests to the sprite JSON and image fail. this will crash the program. Instead, we always continue with the promise, instead of throwing an exception. This allows the program to continue parsing tiles, but without an image sprite available. This means the map will render, but without the sprite images
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Refactoring of the log system
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Now the FixtureLog is an Log::Observer instead of a backend. The
observer can sniff and filter log messages, that can be used
for fail a test if it emits a warning for example.
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No initialization is needed anymore and we can use the logging functions
safely at any point of the code (threading is not handled though, so you
might get multiplexed messages if you log from two threads
simultaneously).
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Move the implementation of the more specialized methods to the base
class and let the platform implement only the most generic method that
takes all the possible arguments.
These specialized methods will then map to the generic implementation
that must be provided by the platforms we support.
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fixes #838
instead of rendering ad libitum on the map thread, we are now driving rendering from the UI thread on iOS via the map.renderSync() function. There are still white bars during the rotation, but the general content of the view is kept visible.
- upgrades GLFW to 3.1
- removes swapped/needsSwap in favor of a more explicit scheme
- View#invalidate() now replaces View#swap() and is called whenever the View needs to trigger a rerender. GLFW and Android to this right away, while iOS goes back to the main thread and does the Map redrawing as part of the GLKView update
- sets all iOS deployment targets to 7.0
- disables SQLite3 version check, since the library version changed on iOS 8.2
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Instead, maintain a key index ⇢ value index map and look up the
value in getValue().
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This code is specific to the vector tile format.
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