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iOS next sprint #226
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Should it be useful, my iOS work is up at |
Per @kkaefer in chat, something else to test out:
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@kkaefer I checked out the
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Yeah, I wanted to see how easy/complicated it is to get OpenGL stuff + interaction running on a device, and it turns out to be pretty easy. I'd strongly vote for using straight OpenGL ES. GLKit is a nice abstraction if you're doing iOS only work, but it doesn't make much sense for us since our renderer needs to run on many different platforms and we'd have to do a native OpenGL ES implementation (and ship with our own matrix lib etc.) anyway. |
+1 OpenGL ES |
Fills are now working, as is running on the device. On recent iOS, you don't get a normal stencil buffer, but rather a combination depth-stencil one, so you have to set it up like this:
That fixes fills -- no JavaScript changes needed. Next up was errant lines between all drawn lines due to degenerate triangles acting up. @ansis had a hunch it was float precision, and by going from Other than that, one other problem, but only on the iPhone 5s -- minor labels (i.e. most) are not drawn at all. Changing precision on the Performance on the iPhone 5s is actually very, very good. I'll take an FPS test soon, but I want to work on web workers or otherwise offloading the 2-3s tile load/parse times blocking the main thread right now, then I can put out a device build. |
Really awesome to have this working!
If possible we should try to keep using mediump floats. Maybe we could try changing the comparison and/or special values so that they work with the lower precision. |
Yeah, agreed -- will come with performance (and yeah, if possible). Right now I've almost got working (#232) an async parse of tiles, so next will come this sort of performance... |
Resolve 224, FeatureCollections throwing an error on .add
Latest progress here: https://github.com/mapbox/hey/issues/1326
Next goals for me are:
I'm in the <500 LOC range for all the native stuff I've done so far, so we're not making significant throwaway investments in Ejecta, sticking with JS, Cocoa bindings etc. This is still good work to be doing.
/cc @gundersen @yhahn
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