Replies: 5 comments 12 replies
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Add some optimization for putting the features in the geometry batch and it's now doing less allocation and only working with flat coordinates! |
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This is a really exciting direction - thank you :) ! When I want labels (cities, street names etc), should I add them with a canvas on top somehow or is this possible in the WebGL vector tile layer? |
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Very interesting ! |
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Somehow the water is no longer painted for the WebGL vector tiles example btw: the example is still fine after this PR in September. Thanks for the flickering fix :) ! |
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I'm using MAUI's Android WebView to render an openlayers 9.0.0 map. We've got two layers:
Something like the flickering while zooming mentioned above happens. I've found these things:
I've tried tweaking things to the source and layers settings, but to no avail. Do you have any idea how to solve/work around this? Things I've tried changing:
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Here is a WIP PR as basis for this discussion: #14445
The approach in this PR is motivated by 1/ capitalizing as much as possible on the work done for the webgl vector layer and 2/ staying as close as possible to the logic and implementation the webgl raster tile renderer. My experience with tiled layers is actually quite limited but I feel like with the right architecture choice we could have most of the tile handling logic shared between several paths (raster & vector).
Same with the concept of tile representation, which I hope is a good idea for abstracting both raster and vector tiles, each of them having very different needs in terms of preparing and uploading data.
Then, looking a bit further, this is what I noticed in terms of performance: the webgl VT renderer in its current state doesn't offer such a big improvement to the canvas one; there are still some very long frames when reading the features from a tile, most of it being spent on ingesting features in a MixedGeometryBatch. This is not a big surprise, this code contains a lot of
new XxxGeometry
stuff and the garbage collector is definitely getting a lot of work.I keep thinking about how we could shortcut all this object creation stuff and simply go from numerical arrays to numerical arrays all the way from MVT to GPU; I think this would give huge perf improvements! But that would also be quite the refactoring.
Please share ideas & opinions, I will keep working on this topic consistently in the coming weeks and am looking forward to cooperation!
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