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As a developer, I should know when a tile is finished loading (from the web), as well as any post-processing that happens after the tile is fetched (texture generated, meshes built, etc.). This will help to create animations, avoid temporal coupling, and allow for loading screens, etc.
The text was updated successfully, but these errors were encountered:
* add state and state events to map visualizer & factories
* move progress decrement to the bottom of web callback
* add unregister to progress events on destroy
add loading panel to drive demo
change progress to protected
* fix loading panel parameters in the scene
* Roll back before 5.6 corruption.
* Fixing a bug where the flatterrainfactory would cause the entire progress reporting system to fail.
Fixed a bug where the scriptable objects could get in bad state due to incorrect progress count.
Organized code to follow guidelines.
* Making example scenes consistent and sharing the same flat terrain factory.
* Added new example showing off terrain snapping (since we removed vector data from slippy and replaced all other examples with flat terrain)
First pass progress reporting has been implemented: #89.
The AbstractMap has an initialized event, but this is used for doing conversions that require specific map attributes (reference tile and world scale, etc.). The MapVisualizer now has state changed events, as well as all the TileFactories. Use these to know when specific factories, or the entire map are done loading.
As a developer, I should know when a tile is finished loading (from the web), as well as any post-processing that happens after the tile is fetched (texture generated, meshes built, etc.). This will help to create animations, avoid temporal coupling, and allow for loading screens, etc.
The text was updated successfully, but these errors were encountered: