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better and faster labeling #1079
Commits on Feb 18, 2015
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The general idea is to generate fewer, separate boxes used for placement and only generate glyphs for rendering after features have been placed. This commit breaks lots of things.
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Commits on Feb 19, 2015
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Commits on Feb 20, 2015
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Merge branch 'master' into placement
Conflicts: js/data/create_bucket.js js/source/vector_tile_source.js js/source/worker.js js/source/worker_tile.js js/symbol/collision.js
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eliminate line label jumping for overscaled tiles
For overscaled tiles, line label interpolation now places labels in the same places it placed them in the parent tile, so that when you zoom the labels don't shift.
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Commits on Feb 21, 2015
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Commits on Feb 23, 2015
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Commits on Feb 24, 2015
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Commits on Feb 26, 2015
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Commits on Mar 4, 2015
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Commits on Mar 5, 2015
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copy bboxify-labels into main repository
https://github.com/mapbox/bboxify-labels/ at e432c592f25c2a89bc87861adabd02a2a3575729
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move text-max-angle check before collisions and...
use a window of angles instead of a single angle. fixes #551
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Commits on Mar 6, 2015
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split icon shaping from icon quad making and...
create separate AtlasImage type for images, instead of just added extra properties to an image rect.
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Commits on Mar 7, 2015
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Commits on Mar 9, 2015
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2
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smarter throttling for redoing placement
Start another redoPlacement request only when the previous one has finished.
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Commits on Mar 10, 2015
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Merge branch 'master' into placement
Conflicts: js/data/symbol_bucket.js js/render/painter.js js/source/vector_tile_source.js js/source/worker.js js/source/worker_tile.js js/style/style.js js/symbol/glyph_source.js shaders/icon.vertex.glsl shaders/sdf.vertex.glsl
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if no line label anchors fit, try one in the middle
See the comment in the commit for more details.
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make collision detection work in perspective view
Labels should mostly not overlap in perspective view. The problem is that the angle from the camera to the surface is different at the lower edge compared to the upper edge. This means that labels near the upper edge cover a larger area than at the bottom edge, even after they have been scaled for size. The only way to really fix this is to redo placement when panning in the y direction. The current implementation seems like it might be ok, so let's try this for a while and see how it works.
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Commits on Mar 11, 2015
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don't have undefined anchor scale
Otherwise minScale is sometimes NaN and then GlyphVertexBuffer.add can't be optimized ("optimized too many times" warning).
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