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Build system #4
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gyp seems just fine, node plugin or not. |
lucaswoj
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jessisena
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Adds an animation to the fill extrusion
jessisena
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Update fork to last version
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* DEM terrain: spec and support for raster. * Terrain render tests. Source cache used only for terrain loads lower res. - Fix the code making the source cache be reused for hillshade and terrain: If reused, load only hillshade required resolution. If only for terrain, load lower resolution sufficient for terrain. To be tweaked. - Render tests that use terrain (no hillshade) need lower res tiles. Added to the tests. - Orthogonal issue: test getImage request didn't have cancel() (should as it is of type Cancellable). * Map.setTerrain API * 3d terrain: DEM error and lower tile zoom overlap render test * 3D terrain render test: reproducible overlap issue Current approach is problematic as it doesn't resolve low zoom tiles error overlapping on top of near zoom in every case. Different type of rendering terrain is needed - to be copied from draped approach. * Terrain render to texture For each rasterized tile, multiple framebuffers are used: while the prototype implemented rendering all the rasterized layers first to one framebuffer and then rendering all the non rasterized layers on top of it, to the approach here keeps the order of layers: continuous sequence of rasterized layers gets rendered to the same framebuffer, the framebuffer gets rendered to the screen, after that one or more non-rasterized layers get rendered and so on... This keeps the layer order but requires 6 time more GPU memory for color attachments for street style used in debug terrain-debug.html page. Although this approach is not final and benchmarking will tell if it is production code candidate, it is following style order and needs to be implemented and analyzed. * Raster and render-tests/terrain/error-overlap fixes. Fix raster shader: - raster render to texture and drape over terrain fixed not to have holes and issues with satellite.html and render tests. - remove hacky stencil approach in draw_raster (stencil out > 3 tile zoom levels) to disable overlap. Instead, one proxy tile gets one raster piece and proxy tiles are not overlapping. - append deeper tile cover to disable holes while zooming out. - split u_tl_scale_dd_dem to self documenting uniforms. render-tests/terrain/error-overlap: Test verifies fix for multiple overlap issues when children have significantly different values compared to parent. Also, it verifies tile skirt as data is setup so that we would see holes if no tile skirts are used. * Remove multiple framebuffers used for one tile The approach taken was to cache every tile framebuffer and one tile could have multiple: for every continuous segment of layers that get draped to texture. Measurements show this to be extremelly slow as e.g. street style would result to 7 framebuffers per tile (e.g. road, bridge symbols divide draped layers to segments). This is removed here as well as any attempt to cache tile rendering results with idea to avoid tile rendering if it didn't change. This will get introduced in later patches. * Hillshade support After proxy implementation, it got simple compared to prototype: 2d ortho mapping of hillshade tile to proxy tile is defined in proxy.posMatrix and that is sufficient for rendering prepred hillshade texture to proty tile's fbo. * Line layer support Order of layers defined in style is preserved when rendering.non-draped layers (e.g. symbols) split layer list to draped layers sublists that get rasterized and then composited to existing tile render over terrain. After such, draped sublist, symbol draw to screen follows and the new draped layers raster. * Testing and fix for render to texture & line-translate using zero elevation Added render tests use 0 elevation and we expect to get the same result when render to texture is used as without terrain. Expectations are created using style without terrain. Render tests expose issue with aligned matrix usage in raster: added render tests, without fix in draw_raster.js, were suffering from pixel fraction offset. Another issue (incorrect line width is still noticeable) and tests are failing. * Fix issue with failing render test on Intel non-terrain shader was created with terrain define in painrter.js, nothing HW dependent. Update expectations given that previous patcvh stopped using aligned matrix for terrain. * Line layer fix width and opacity Disable distant line fade (v_gamma_scale) aliasing approach when using render to texture. This way we et almost identical results when rendering to texture vs immediate render mode for lines. Cleanup in terrain.js (symbol related code from prototype should not be included in this PR). * Rebase terrain render tests following the explanation here: mapbox/mapbox-gl-js-internal#4 (comment) * Refactor terrain source update Terrain source cache update shopuld happen before style driven update (as update there is skipped if terrain updates source cache). This ensure also that visible coordinates are not altered from within terrain cache update, as it was before: no need to check if tile is present. Additional deep cover for terrain is marked as covered (SourceCache._coveredTiles) to avoid hillshade prepare preparing these coordinates, too. * ProxySourceCache documentation Extend mapping of higher zoom level coordinates to proxy coordinates to all types of souerce caches. * overlap handling approach not needed anymore * Stencil mode for raster overlap and raster transparency support * Processed review comments Processed comments mapbox/mapbox-gl-js-internal#4 (comment). Thanks @karimnaaji. * Review comments processed Comments mapbox/mapbox-gl-js-internal#4 (review) processed. Thanks @mpulkki-mapbox. * Performance fix on zoom > 20 Making proxy source cache to have maxzoom equal to map's maxzoom ensures that framebuffers always get the same size. * Review comments fix.
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@springmeyer any reason we shouldn't use gyp? (it's not a node js plugin)
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