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https://github.com/openseadragon/openseadragon.git
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deal with tiles that have padding
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parent
a42a0d1822
commit
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@ -897,19 +897,32 @@
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let texture = gl.createTexture();
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let texture = gl.createTexture();
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let position;
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let position;
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let overlap = tiledImage.source.tileOverlap;
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let overlap = tiledImage.source.tileOverlap;
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// deal with tiles where there is padding, i.e. the pixel data doesn't take up the entire provided canvas
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let sourceWidthFraction, sourceHeightFraction;
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if (tile.sourceBounds) {
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sourceWidthFraction = Math.min(tile.sourceBounds.width, canvas.width) / canvas.width;
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sourceHeightFraction = Math.min(tile.sourceBounds.height, canvas.height) / canvas.height;
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} else {
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sourceWidthFraction = 1;
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sourceHeightFraction = 1;
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}
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if( overlap > 0){
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if( overlap > 0){
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// calculate the normalized position of the rect to actually draw
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// calculate the normalized position of the rect to actually draw
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// discarding overlap.
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// discarding overlap.
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let overlapFraction = this._calculateOverlapFraction(tile, tiledImage);
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let overlapFraction = this._calculateOverlapFraction(tile, tiledImage);
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let left = tile.x === 0 ? 0 : overlapFraction.x;
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let left = (tile.x === 0 ? 0 : overlapFraction.x) * sourceWidthFraction;
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let top = tile.y === 0 ? 0 : overlapFraction.y;
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let top = (tile.y === 0 ? 0 : overlapFraction.y) * sourceHeightFraction;
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let right = tile.isRightMost ? 1 : 1 - overlapFraction.x;
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let right = (tile.isRightMost ? 1 : 1 - overlapFraction.x) * sourceWidthFraction;
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let bottom = tile.isBottomMost ? 1 : 1 - overlapFraction.y;
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let bottom = (tile.isBottomMost ? 1 : 1 - overlapFraction.y) * sourceHeightFraction;
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position = this._makeQuadVertexBuffer(left, right, top, bottom);
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position = this._makeQuadVertexBuffer(left, right, top, bottom);
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} else {
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} else if (sourceWidthFraction === 1 && sourceHeightFraction === 1) {
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// no overlap: this texture can use the unit quad as its position data
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// no overlap and no padding: this texture can use the unit quad as its position data
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position = this._unitQuad;
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position = this._unitQuad;
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} else {
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position = this._makeQuadVertexBuffer(0, sourceWidthFraction, 0, sourceHeightFraction);
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}
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}
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let textureInfo = {
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let textureInfo = {
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