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[WIP] Performance improvements #93
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nvkelso
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Feb 27, 2019
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- Set offset to array
- Always use same units in an array (like in offset)
- Add sizes on textures to for Tangram ES
- Simplify shield handling
- move JS functions to last filter eval
- Generally simplify layer filter setup
- Trust the server more for things like water areas
- Cleanup water waves shader (assigned to @tallytalwar)
- Cleanup other shader changes, including dots, etc (assigned to @tallytalwar)
- Other shader cleanups
- Better language filtering for country, region labnels
- Hillshade shader changes (not clear if necessary) - (@tallytalwar: no grave perf issues here)
- Dashes as style versus draw params for ferry, rail, steps (for Tangram ES) - (assigned to @tallytalwar, to make it work for ES) (f4192ac, 08aea82)
- lossless compress all textures (ef02ef3)
- Upgrade to Tangram JS v0.18
- Eye ball visual regressions
- Used ImageOptim which has default setting of lossless compression
@tallytalwar Can you take a look at the shader errors here, please? Looks like it fails completely in Tangram JS v0.18 while partially fails in v0.16, from
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@nvkelso Sure, assigned myself to a few things in the description above. |
- ES does not support dash draw rules, until then use special dash styles for dash drawings
- To be uncommented when ES implements dash draw rules
- building-grid - dots - horizontal-bar
- dots-rev was using old define instead of new uniform in color block - horizontal-bars-rev was using incorrect assignment for uniform value
@nvkelso over to you now. |
For the waves shader, I like how the position is constant now, but can we do something similar to the landuse dots in Bubble Wrap dots – where the waves size is more "constant" looking for the 2 major waves, but the new wave that's introduced grows from a pixel to a full line width wave during the zoom?
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From @meetar, about the wave pattern: My 2¢: I'd suggest eventually switching to a texture, and crossfading between zooms, as in the current map. I have an example using Tangram here: http://tangrams.github.io/texture-demos/?url=scenes/texture-tiles.yaml |
Cross fade for texture is good, but I think we can have a pure mathematical implementation for desired wave transitions. |