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An OpenGL renderer for [Mapbox vector tiles](https://www.mapbox.com/blog/vector-tiles),
implemented in C++, targeting iOS & OS X.
# Build instructions
## OS X
Install boost and [glfw3](http://www.glfw.org/docs/latest/):
```
brew install boost
brew install homebrew/versions/glfw3
```
Then configure the project:
./configure
Options include:
- --boost=/usr/local
- --glfw3=/usr/local (by default pkg-config will be used)
Then you can build the OS X app with make:
make app
Or generate a dual iOS/OS X-compatible Xcode project for `libllmr` to include as a subproject:
make xcode # then open llmr.xcodeproj
## Ubuntu
Install a `-std=c++11` capable compiler
sudo add-apt-repository --yes ppa:ubuntu-toolchain-r/test
sudo apt-get install gcc-4.8 g++-4.8
Install boost (we only need headers):
sudo apt-get install libboost-dev
Install glfw3 dependencies:
sudo apt-get install cmake libxi-dev libglu1-mesa-dev x11proto-randr-dev x11proto-xext-dev libxrandr-dev x11proto-xf86vidmode-dev libxxf86vm-dev libglu1-mesa-dev freeglut3-dev mesa-common-dev
Install glfw3:
git clone https://github.com/glfw/glfw.git
cd glfw
mkdir build
cd build
cmake ../
make
sudo make install
cd ../../
Build `libllmr`:
git clone git@github.com:mapbox/llmr-native.git
cd llmr-native
export CXX="g++-4.8"
./configure
make
Note: build will not compile until https://github.com/mapbox/llmr-native/issues/26 is fixed.
# Style protobuf
We're encoding the styling information as a protocol buffer, according to
proto/style.proto. The reason for doing so is that we don't have to ship with a
JSON/yaml parser. To test the conversion script, run
```
bin/convert-style.js | protoc --decode=style proto/style.proto
```
You should see a nicely formatted hierarchical output of the converted style.
To update the included default style, use
```
bin/convert-style.js > resources/style.pbf && bin/build-style.js
```
# Usage
- Press 'R' to reset the transform
- Press 'N' to reset north
- Press Tab to toggle debug information
- Press Esc to quit
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