8bcc3b6b3f
add field for checking if labels are joined with neighbours
Hannes Janetzek2013-01-30 04:07:50 +01:00
be748138ac
- use Stencil instead of Depth for clipping test to avoid drawing everything with polygonOffset - add GLState.useProgram
Hannes Janetzek2013-01-30 04:05:44 +01:00
5f03a33492
it probably makes no sense to cycle ByteBuffers for upload to GL
Hannes Janetzek2013-01-30 04:00:18 +01:00
de88c33701
fling velocity is in pixel-per-second, so make it dpi-dependent
Hannes Janetzek2013-01-24 22:13:00 +01:00
42964861b8
- BufferObject.get(): try to return a BufferObject with matching size so that glSubBufferData is used more often - use BufferObject in ExtrusionLayer - fixes also wrong call to glDeleteBuffer from non-glThread
Hannes Janetzek2013-01-24 22:11:48 +01:00
bf75d3bead
- use only one RenderInstruction cache item when instructions are the same for multiple zoom-level - do common checks in Rule instead of calling interface methods
Hannes Janetzek2013-01-24 22:04:39 +01:00
e21831ceb9
more line shader experiments: use sqrt() lookup table in fragment shader
Hannes Janetzek2013-01-18 12:50:44 +01:00
e1fb97ae30
draw text textures only once per string - unify duplicate strings from different tiles (as side-effect save some bytes) - fix 'advance by width' in texture drawing
Hannes Janetzek2013-01-17 14:31:20 +01:00
62bc122930
use smoothstep interpolation for simple line shader testing with one vertexAttribArray, this should be faster for switching polgon/line shaders
Hannes Janetzek2013-01-17 12:07:27 +01:00
bdbe0c1527
handle explicitly closed polygons and those with touching inner/outer rings in one point. Bologna is a heavy case..
Hannes Janetzek2013-01-13 13:48:13 +01:00
41810529af
fix: dont increment these pointers conditionally
Hannes Janetzek2013-01-12 18:02:25 +01:00
7c2decdee4
Triangle does not like duplicate points in input: skip them TODO fix polygon holes that touch outer ring in input..
Hannes Janetzek2013-01-12 15:04:36 +01:00
dcb6e11ee8
use debugview switch to enable depth test shader
Hannes Janetzek2013-01-12 13:39:14 +01:00
007ab2e3bf
fix z-fighting on overlapping buildings: - modify projection matrix to add offset, glPolygonOffset is not that reliable
Hannes Janetzek2013-01-11 22:27:16 +01:00
d1388660a1
fix screen rotation causing 'out of VBOs' issue
Hannes Janetzek2013-01-11 20:09:53 +01:00
f266d61a35
fix wrap over date-line, again started on-hold mode to avoid relabeling while zoom gesture is active
Hannes Janetzek2013-01-10 06:48:31 +01:00
088f3e2385
enable glDepthMask before clearing depth buffer: - fixes building rendering on nexus and asus tablet
Hannes Janetzek2013-01-09 01:06:37 +01:00