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I forgot to make one change: I had to rename a parameter in the logger because it was a keyword in JS. I still have to make the corresponding change for iOS and Android |
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maerki
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Also:
- Merge Djinni
- Remove Demos
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| if (textureHolder != nullptr) { | ||
| texturePointer = textureHolder->attachToGraphics(); | ||
| // WEB_EXTRAS: generate mipmaps -- this is useful for sprites as icons can be |
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Kommentar kann man entfernen
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ifdef EMSCRIPTEN
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Nochmals besprochen; da das nur für die icons verwendet wird ist die mipmap ungefährlich. Wir lassen es jetzt doch mal drin und sehen ob das die performance auf android spürbar beeinflusst.
android/src/main/cpp/graphics/objects/Text2dInstancedOpenGl.cpp
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android/src/main/cpp/graphics/shader/AlphaInstancedShaderOpenGl.cpp
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shared/src/map/layers/tiled/vector/symbol/Tiled2dMapVectorSymbolObject.cpp
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line aliasing in a separate PR |
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add build to ci |
- rename GlobalLoader to WebLoader, implement loader interface directly in WebLoader - support request cancellation in WebLoader - cleanup ImageValTextureHolder
ImageValTextureHolder is implemented in C++ and needs +c djinni bindings so it can be passed through JS code.
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Note: line anti-aliasing moved to #915. |
Implementation was broken, does not seem necessary. Aside, fix includes for debug buld.
Went back and forth, but not changed intentionally in web map.
Exclude tessellation from build for web. Some functions used in the impelementation (glPatchParameteri) are not available in emscripten GL. We could work around this to make it compile anyway, but as tessellation is not supported in WebGL anyway there is no point.
Pull in latest changes from playground repo.
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Only include what is necessary.
Was implicitly enabled previously by setting the texture parameters on the non-stretch variant. This could have led to inconsistent results, so explicitly enable it here also. This also makes it clearer that it would need to be _disabled_ if we don't want this here.
This ensures rebuild when globbed list changes; performance penality appears negligible and its a lot more convenient.
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| // Bind the texture to this unit. | ||
| glBindTexture(GL_TEXTURE_2D, (unsigned int)texturePointer); | ||
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| // Enable mipmap min filtering |
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Nein, auch Android bzw. Java. Wir haben das nochmals mit @maurhofer-ubique besprochen; das wird nur für die icons gebraucht, drum sollte das ungefährlich sein. Den genauen performance impact auf Android werden wir dann mal anschauen.
Initial version of the "Web MapSDK".
I added the patch from the exploration-repository and added checks to pick the correct shader version.
@matzf I marked bits that need to be looked at with
TO_CHECK.Note that the referenced djinni version is a feature branch. PR: UbiqueInnovation/djinni#28