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In-browser polygon tesselation #935
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+1 for making a seperate lib/repo as people will be interested in a decent triangulation lib. Same for when it gets ported to C++ |
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@ansis 2 more problems with tesselated fill rendering: anti-aliasing is broken (polygon edges look crappy if you look closely), and fill-pattern is broken. |
Introduce a StyleLayer class for the in-memory representation of a style layer. It handles constant resolution, paint property cascading, and paint property calculation. The paint functions now accept a layer as one of the parameters and read all layer properties from it. This simplifies the rendering flow quite a bit. The concept of a "bucket" is now something that only the workers need to know about. The main thread does not create buckets, it merely stores the buffers and elementGroups on the tile when they are received from the worker.
_cascade ⇢ _resolve (called automatically) _cascadeClasses ⇢ _cascade (called when classes change) recalculate ⇢ _recalculate (it's internal-only)
This can happen if the referent layer is skipped due to min/maxzoom.
Rendering performance noticeably improves. Tesselation is slow though: 100-500ms for the buildings layer.
Need to target another branch so closing. -> #948 |
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Closes #682. Not ready yet. To do: