-
Notifications
You must be signed in to change notification settings - Fork 2.1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Publish work-in-progress layers in new deck.gl-layers
module
#1003
Conversation
Tested with layer-browser. All new layers, should not break anything. |
@georgios-uber Initial support for direction arrow rendering in PathLayer (not yet perfect but a start). |
Shall we define a process how a layer will make it into the library? |
Yes. My suggestion is that we start by moving such layers from sample-layers to experimental layers and start iterative improvements. At the end we either move a much improved layer back to sample layers or we decide on a good layer catalog to publish it in.
|
6ac2dc4
to
a38fef4
Compare
…MarkerLayer, PathOutlineLayer and MeshLayer
a38fef4
to
8964d36
Compare
In response to concerns about bundling work-in-progress layers into alpha releases:
|
deck.gl-layers
module
src/experimental-layers/package.json
Outdated
"src" | ||
], | ||
"scripts": { | ||
"start": "(cd examples/layer-browser && (path-exists node_modules || npm i) && npm run start-local)", |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This was for the root. Just remove?
"lint-yarn": "!(grep -q unpm.u yarn.lock) || (echo 'Please rebuild yarn file using public npmrc' && false)", | ||
"publish-prod": "npm run build && npm run test && npm run test-dist && npm publish", | ||
"publish-beta": "npm run build && npm run test && npm run test-dist && npm publish --tag beta", | ||
"test": "npm run lint && npm run build && npm run test-node", |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Do we intend to have separate test set up for each module?
varying float vLightWeight; | ||
|
||
void main(void) { | ||
gl_FragColor = vec4(0., 0., 0., 1.); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
?
|
||
vTexCoord = texCoords; | ||
vColor = instanceColors; | ||
vLightWeight = getLightWeight(pos, normals); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Should apply rotationMatrix
to normals
too.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Should apply rotationMatrix to normals too.
Good point left a TODO for now
loadTexture(src) { | ||
const {gl} = this.context; | ||
const {model} = this.state; | ||
getTexture(gl, src).then(texture => model.setUniforms({sampler1: texture})); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
The layer will not rerender when the texture loads because needsRedraw
is not marked.
for (const point of data) { | ||
const position = getPosition(point); | ||
value[i + 0] = position[0] || 0; | ||
value[i + 1] = position[1] || 0; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
lng and lat should not need fallbacks.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Use get
for consistency?
Create small markers along a path (defaults to arrows showing "direction"). | ||
|
||
|
||
// TODO - Move to Nebula |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Remove
…nd MeshLayer