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https://github.com/openseadragon/openseadragon.git
synced 2024-11-25 06:36:11 +03:00
Remove logs from debugging.
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parent
e3024deb46
commit
174c4c709a
@ -160,20 +160,15 @@ $.WebGL = class WebGL extends OpenSeadragon.DrawerBase {
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let rotMatrix = $.Mat3.makeRotation(-viewport.rotation);
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let rotMatrix = $.Mat3.makeRotation(-viewport.rotation);
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let viewMatrix = scaleMatrix.multiply(rotMatrix).multiply(posMatrix);
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let viewMatrix = scaleMatrix.multiply(rotMatrix).multiply(posMatrix);
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// const gl = this.renderer.gl;
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const gl = this.renderer.gl;
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// gl.bindFramebuffer(gl.FRAMEBUFFER, this._glFrameBuffer);
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// gl.bindFramebuffer(gl.FRAMEBUFFER, this._glFrameBuffer);
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// clear the buffer to draw a new image
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// clear the buffer to draw a new image
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// gl.clear(gl.COLOR_BUFFER_BIT);
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gl.clear(gl.COLOR_BUFFER_BIT);
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//iterate over tiled images and draw each one using a two-pass rendering pipeline if needed
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//iterate over tiled images and draw each one using a two-pass rendering pipeline if needed
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for (const tiledImage of tiledImages) {
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for (const tiledImage of tiledImages) {
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console.log("START TILED IMAGE");
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let tilesToDraw = tiledImage.getTilesToDraw();
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let tilesToDraw = tiledImage.getTilesToDraw();
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// if (tilesToDraw.length === 0) {
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// break;
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// }
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let overallMatrix = viewMatrix;
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let overallMatrix = viewMatrix;
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let imageRotation = tiledImage.getRotation(true);
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let imageRotation = tiledImage.getRotation(true);
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// if needed, handle the tiledImage being rotated
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// if needed, handle the tiledImage being rotated
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@ -195,15 +190,13 @@ $.WebGL = class WebGL extends OpenSeadragon.DrawerBase {
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for (let tileIndex = 0; tileIndex < tilesToDraw.length; tileIndex++){
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for (let tileIndex = 0; tileIndex < tilesToDraw.length; tileIndex++){
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const tile = tilesToDraw[tileIndex].tile;
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const tile = tilesToDraw[tileIndex].tile;
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console.log("TILE " + tile.level + "-" + tile.x + "_" + tile.y);
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const matrix = this._getTileMatrix(tile, tiledImage, overallMatrix);
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const matrix = this._getTileMatrix(tile, tiledImage, overallMatrix);
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shader.opacity.set(tile.opacity * tiledImage.opacity);
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shader.opacity.set(tile.opacity * tiledImage.opacity);
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//todo pixelSize value (not yet memoized)
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//todo pixelSize value (not yet memoized)
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this.renderer.processData(tile.cacheKey, {
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this.renderer.processData(tile.cacheKey, {
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transform: matrix, zoom:
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transform: matrix,
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viewport.zoom,
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zoom: viewport.zoom,
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pixelSize: 0
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pixelSize: 0
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});
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});
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}
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}
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