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marker support #60
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WebGL isn't using a quad tree. |
Yeah, seeing this as I dig in. I will keep at this as a port over from current WebGL functionality, despite us possibly throwing this away as I'd like to get a bit more familiar with the whole style/bucket/parse/tag/vertex/shader/render flow we have for things like lines and fills. After getting basic POI working, I'll look into arbitrary external content (GeoJSON/whatever) for drawing actual markers. |
Breaking this down a bit:
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* add basic marker style to stylesheet * pass through marker style to PBF conversion * marker/point tile parsing, bucket, buffer, shaders, etc. * new sprite hosting for 1x/2x variants * sprite load accepts screen scale argument
First task done; next up is more Maki in the stylesheet, which hopefully looks better, then arbitrary data, which is a bigger hurdle. |
Making progress on GeoJSON support. Most of the feature tiling is done. Will round that out + bucket parsing + rendering next. |
Ok, parsing properly and rendering... almost properly. Problem is related to what @kkaefer is working on with universal clip id's so that we can have multiple sources overlaid. Right now I only get masking in tiles where the route overlaps, but then don't get the baselayer actually drawing there (exclusive clip id's): I'm going to get #167 merged into But basically at this point we can throw arbitrary GeoJSON |
Closing in favor of #170. |
Something I'd like to see is applying marker imagery points on the map, using a quad tree for efficiency, anti-rotating against
angle
changes to remain upright, and supporting z-indexing (markers closer to the bottom of the screen are in front of those closer to the top).Basic POIs are done over in WebGL:
What I want is the ability to replace this from the SDK:
https://dl.dropboxusercontent.com/u/575564/rotatepins.mov
I'm going to start working on this.
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