Updated comments

master
Robin Hawkes 2016-02-19 13:55:35 +00:00
rodzic 2915f8793a
commit ea2c14ae54
5 zmienionych plików z 45 dodań i 3 usunięć

19
dist/vizicities.js vendored
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@ -4732,6 +4732,23 @@ return /******/ (function(modules) { // webpackBootstrap
var _three2 = _interopRequireDefault(_three);
// TODO: Consider keeping a single TileLayer / LOD instance running by default
// that keeps a standard LOD grid for other layers to utilise, rather than
// having to create their own, unique LOD grid and duplicate calculations when
// they're going to use the same grid setup anyway
//
// It still makes sense to be able to have a custom LOD grid for some layers as
// they may want to customise things, maybe not even using a quadtree at all!
//
// Perhaps it makes sense to split out the quadtree stuff into a singleton and
// pass in the necessary parameters each time for the calculation step.
//
// Either way, it seems silly to force layers to have to create a new LOD grid
// each time and create extra, duplicated processing every frame.
// TODO: Allow passing in of options to define min/max LOD and a distance to use
// for culling tiles beyond that distance.
// DONE: Prevent tiles from being loaded if they are further than a certain
// distance from the camera and are unlikely to be seen anyway
@ -6847,7 +6864,7 @@ return /******/ (function(modules) { // webpackBootstrap
// Initialise without requiring new keyword
// Request data for the various tile provider
// Request data for the tile
_createClass(ImageTile, [{
key: 'requestTileAsync',

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@ -7,7 +7,7 @@ class ImageTile extends Tile {
super(quadcode, path, layer);
}
// Request data for the various tile provider
// Request data for the tile
requestTileAsync() {
// Making this asynchronous really speeds up the LOD framerate
setTimeout(() => {

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@ -35,6 +35,14 @@ import THREE from 'three';
// reach a ready state (eg. cancel image requests, etc). Need to ensure that the
// images are re-requested when the tile is next in scene (even if from cache)
// TODO: Consider not performing an LOD calculation on every frame, instead only
// on move end so panning, orbiting and zooming stays smooth. Otherwise it's
// possible for performance to tank if you pan, orbit or zoom rapidly while all
// the LOD calculations are being made and new tiles requested.
//
// Pending tiles should continue to be requested and output to the scene on each
// frame, but no new LOD calculations should be made.
class ImageTileLayer extends TileLayer {
constructor(path, options) {
// Cache 1000 tiles

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@ -2,6 +2,23 @@ import Layer from '../Layer';
import TileCache from './TileCache';
import THREE from 'three';
// TODO: Consider keeping a single TileLayer / LOD instance running by default
// that keeps a standard LOD grid for other layers to utilise, rather than
// having to create their own, unique LOD grid and duplicate calculations when
// they're going to use the same grid setup anyway
//
// It still makes sense to be able to have a custom LOD grid for some layers as
// they may want to customise things, maybe not even using a quadtree at all!
//
// Perhaps it makes sense to split out the quadtree stuff into a singleton and
// pass in the necessary parameters each time for the calculation step.
//
// Either way, it seems silly to force layers to have to create a new LOD grid
// each time and create extra, duplicated processing every frame.
// TODO: Allow passing in of options to define min/max LOD and a distance to use
// for culling tiles beyond that distance.
// DONE: Prevent tiles from being loaded if they are further than a certain
// distance from the camera and are unlikely to be seen anyway