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TileLayer / Renderer interface #6
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+1 from me :) Key features of this architecture are:
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Minor update (this is nit picking). In the above, both
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I agree with the ideas here and was headed toward the same. There is some redundancy in the
These can be represented by two properties ( Since a tile source may support more than one tile pyramid, I'd like to talk a bit about how this can be represented on a layer. Also, since the map should really be configured with a tile pyramid (I like the name TilePyramid), and nearly every pyramid we'll be dealing with will be "regular" (same origin/scheme for all grids), we'll either want to make a convenient factory for creating pyramids based on projection, numZoomLevels, opt_maxResolution (or same logic we currently use in map), or create a RegularTilePyramid constructor that provides the same. |
Thanks Tim. Good comments. I've started writing code for the TileGrid and TilePyramid constructors, and for a createRegular TilePyramid factory. See 1460be2. |
Done in the exp branch. Closing. |
Move DEDUP_TIMEOUT and CLICK_COUNT_TIMEOUT constants out of the instance
Tom and I have talked about the TileLayer/Renderer interface, which is currently a bit unclear and messy (the HTML renderer uses
getTileForXYZ
, while the WebGL usesgetData
).Based on discussions with Tom, and Tim during the code sprint, the
getTile
way seems to be the way the go. We've also mentioned introducing the notion ofTileMatrixSet
(TilePyramid
below).Below is the list of types and interfaces we've come up with - comments welcome.
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