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skip drawing zero-opacity images for webgl drawer. remove checks for preload in html and canvas drawers since that is done in tiledimage.
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@ -102,7 +102,7 @@ class CanvasDrawer extends $.DrawerBase{
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this._prepareNewFrame(); // prepare to draw a new frame
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for(const tiledImage of tiledImages){
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if (tiledImage.opacity !== 0 || tiledImage._preload) {
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if (tiledImage.opacity !== 0) {
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this._drawTiles(tiledImage);
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}
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}
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@ -89,7 +89,7 @@ class HTMLDrawer extends $.DrawerBase{
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var _this = this;
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this._prepareNewFrame(); // prepare to draw a new frame
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tiledImages.forEach(function(tiledImage){
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if (tiledImage.opacity !== 0 || tiledImage._preload) {
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if (tiledImage.opacity !== 0) {
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_this._drawTiles(tiledImage);
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}
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});
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@ -222,7 +222,7 @@
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let tilesToDraw = tiledImage.getTilesToDraw();
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if(tilesToDraw.length === 0){
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if(tilesToDraw.length === 0 || tiledImage.getOpacity() === 0){
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return;
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}
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let firstTile = tilesToDraw[0];
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@ -1,5 +1,5 @@
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const sources = {
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"rainbow": "../data/testpattern.dzi",
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"rainbow":"../data/testpattern.dzi",
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"leaves":"../data/iiif_2_0_sizes/info.json",
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"bblue":{
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type:'image',
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