kopia lustrzana https://github.com/robhawkes/vizicities
Added memory clean-up TODOs
rodzic
7abe409f98
commit
a04a25d803
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@ -5,6 +5,8 @@ import Point from './geo/Point';
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import LatLon from './geo/LatLon';
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import Engine from './engine/Engine';
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// TODO: Make sure nothing is left behind in the heap after calling destroy()
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// Pretty much any event someone using ViziCities would need will be emitted or
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// proxied by World (eg. render events, etc)
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@ -2,6 +2,8 @@ import EventEmitter from 'eventemitter3';
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import THREE from 'three';
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import Scene from '../engine/Scene';
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// TODO: Make sure nothing is left behind in the heap after calling destroy()
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class Layer extends EventEmitter {
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constructor() {
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super();
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@ -3,6 +3,8 @@ import extend from 'lodash.assign';
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import THREE from 'three';
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import Skybox from './Skybox';
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// TODO: Make sure nothing is left behind in the heap after calling destroy()
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class EnvironmentLayer extends Layer {
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constructor(options) {
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super();
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@ -2,6 +2,8 @@ import THREE from 'three';
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import Sky from './Sky';
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import throttle from 'lodash.throttle';
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// TODO: Make sure nothing is left behind in the heap after calling destroy()
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var cubemap = {
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vertexShader: [
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'varying vec3 vPosition;',
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@ -9,6 +9,8 @@ import extend from 'lodash.assign';
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import GeoJSON from '../../util/GeoJSON';
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import Buffer from '../../util/Buffer';
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// TODO: Make sure nothing is left behind in the heap after calling destroy()
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// TODO: Perform tile request and processing in a Web Worker
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//
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// Use Operative (https://github.com/padolsey/operative)
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@ -4,6 +4,8 @@ import GeoJSONTile from './GeoJSONTile';
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import throttle from 'lodash.throttle';
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import THREE from 'three';
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// TODO: Make sure nothing is left behind in the heap after calling destroy()
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// TODO: Consider pausing per-frame output during movement so there's little to
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// no jank caused by previous tiles still processing
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@ -2,6 +2,8 @@ import Tile from './Tile';
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import BoxHelper from '../../vendor/BoxHelper';
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import THREE from 'three';
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// TODO: Make sure nothing is left behind in the heap after calling destroy()
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class ImageTile extends Tile {
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constructor(quadcode, path, layer) {
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super(quadcode, path, layer);
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@ -5,6 +5,8 @@ import throttle from 'lodash.throttle';
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import THREE from 'three';
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import extend from 'lodash.assign';
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// TODO: Make sure nothing is left behind in the heap after calling destroy()
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// DONE: Find a way to avoid the flashing caused by the gap between old tiles
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// being removed and the new tiles being ready for display
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//
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@ -2,6 +2,8 @@ import Point from '../../geo/Point';
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import LatLon from '../../geo/LatLon';
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import THREE from 'three';
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// TODO: Make sure nothing is left behind in the heap after calling destroy()
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// Manages a single tile and its layers
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var r2d = 180 / Math.PI;
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@ -1,5 +1,7 @@
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import LRUCache from 'lru-cache';
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// TODO: Make sure nothing is left behind in the heap after calling destroy()
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// This process is based on a similar approach taken by OpenWebGlobe
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// See: https://github.com/OpenWebGlobe/WebViewer/blob/master/source/core/globecache.js
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@ -3,6 +3,8 @@ import extend from 'lodash.assign';
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import TileCache from './TileCache';
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import THREE from 'three';
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// TODO: Make sure nothing is left behind in the heap after calling destroy()
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// TODO: Consider keeping a single TileLayer / LOD instance running by default
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// that keeps a standard LOD grid for other layers to utilise, rather than
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// having to create their own, unique LOD grid and duplicate calculations when
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