From 4f2bd3e6e393f533f15c9751857ba999937ac299 Mon Sep 17 00:00:00 2001 From: Molly Lloyd Date: Mon, 5 Feb 2018 15:56:14 -0800 Subject: align raster-dem tiles to pixel grid --- mapbox-gl-js | 2 +- src/mbgl/renderer/layers/render_hillshade_layer.cpp | 4 ++-- src/mbgl/shaders/collision_circle.cpp | 8 ++++++-- 3 files changed, 9 insertions(+), 5 deletions(-) diff --git a/mapbox-gl-js b/mapbox-gl-js index de365184e1..063fdebeaf 160000 --- a/mapbox-gl-js +++ b/mapbox-gl-js @@ -1 +1 @@ -Subproject commit de365184e13c08fb42bbd93a08abfc8598294994 +Subproject commit 063fdebeaffbf6bc3ffff32233ed6248f42f3c59 diff --git a/src/mbgl/renderer/layers/render_hillshade_layer.cpp b/src/mbgl/renderer/layers/render_hillshade_layer.cpp index 7a767522c0..55702849df 100644 --- a/src/mbgl/renderer/layers/render_hillshade_layer.cpp +++ b/src/mbgl/renderer/layers/render_hillshade_layer.cpp @@ -136,14 +136,14 @@ void RenderHillshadeLayer::render(PaintParameters& parameters, RenderSource*) { if (bucket.vertexBuffer && bucket.indexBuffer && !bucket.segments.empty()) { // Draw only the parts of the tile that aren't drawn by another tile in the layer. - draw(tile.matrix, + draw(parameters.matrixForTile(tile.id, true), *bucket.vertexBuffer, *bucket.indexBuffer, bucket.segments, tile.id); } else { // Draw the full tile. - draw(tile.matrix, + draw(parameters.matrixForTile(tile.id, true), parameters.staticData.rasterVertexBuffer, parameters.staticData.quadTriangleIndexBuffer, parameters.staticData.rasterSegments, diff --git a/src/mbgl/shaders/collision_circle.cpp b/src/mbgl/shaders/collision_circle.cpp index f220586245..82ebbf05a0 100644 --- a/src/mbgl/shaders/collision_circle.cpp +++ b/src/mbgl/shaders/collision_circle.cpp @@ -26,7 +26,10 @@ varying vec2 v_extrude_scale; void main() { vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1); highp float camera_to_anchor_distance = projectedPoint.w; - highp float collision_perspective_ratio = 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance); + highp float collision_perspective_ratio = clamp( + 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance), + 0.0, // Prevents oversized near-field circles in pitched/overzoomed tiles + 4.0); gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0); @@ -43,6 +46,7 @@ void main() { )MBGL_SHADER"; const char* collision_circle::fragmentSource = R"MBGL_SHADER( +uniform float u_overscale_factor; varying float v_placed; varying float v_notUsed; @@ -68,7 +72,7 @@ void main() { float extrude_scale_length = length(v_extrude_scale); float extrude_length = length(v_extrude) * extrude_scale_length; - float stroke_width = 15.0 * extrude_scale_length; + float stroke_width = 15.0 * extrude_scale_length / u_overscale_factor; float radius = v_radius * extrude_scale_length; float distance_to_edge = abs(extrude_length - radius); -- cgit v1.2.1