MapRenderer(TileLoader) and GLRenderer.
- using inverse projection to determine visible tiles and mapping screen-coordinates to model
- making MapPosition not final, reuse instance to get Position in Map-/GLRender
added: ScanBox scanline fill used for calculating visible tiles
rename:
- ShortPool -> VertexPool
- tile.isActive -> isLocked
- rearchitect:
now that MapView is a ViewGroup and MapRenderer is the GLSurfaceView.
- lock/unlock proxy tiles properly to not be removed from cache while in use
- saving 4 bytes per vertex :)
- use premultiplied alpha,fixing issues on HTC and no reason no to use premul
- fix issue on HTC desire, went out-of-memory when setting buffer data to zero ?!
- delete buffer and rereate instead
- use 565 color config for devices that prefer it (HTC...)
- added about-screen
- added TreeTile for Tile lookup, dropping that HashMap
- using simple line-shader instead of std-derivatives one,
about twice as faster here
- use distance calculation from MapRenderer - removing TileScheduler
- no need for MapGeneratorJob, pass MapTile directly to MapWorkers
- added two-finger tap gestures for zoom-in/out
- added tub/tron rendertheme
- started caching for oscimap
- add x/y coordinates to MapPosition, using it in MapRenderer
- create tag hash when needed
- no need for long tile coordinates max zoomlevel 31 should suffice
- improve depth buffer clipping, no more overlapping of polygons
and use it to clip proxy tiles too
- simplify limitCache function
- linelayers, dont use systemarraycopy for small arrays
- add no-projection option for mapdata
- use depth buffer for line clipping to tile - no more scissor, yay!
- extract line and poly render function from maprenderer
- use one vbo for both polys and lines
- use linear interpolator for fling-scroller
- add 'exclusive' negative matcher to rendertheme
- add some more options to rendertheme, kind of inheritance at least for
lines, see theme
- add caching for node tags -> renderinstructions
- ...