mirror of
https://github.com/openseadragon/openseadragon.git
synced 2025-01-19 17:21:50 +03:00
finally managed to untie the knot that was Drawer _updateActual. incremented build to 0.8.20
This commit is contained in:
parent
f325804ff6
commit
bc50a7df04
@ -6,7 +6,7 @@
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PROJECT: openseadragon
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BUILD_MAJOR: 0
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BUILD_MINOR: 8
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BUILD_ID: 19
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BUILD_ID: 20
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BUILD: ${PROJECT}.${BUILD_MAJOR}.${BUILD_MINOR}.${BUILD_ID}
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VERSION: ${BUILD_MAJOR}.${BUILD_MINOR}.${BUILD_ID}
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254
openseadragon.js
254
openseadragon.js
@ -3,7 +3,7 @@
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* (c) 2010 OpenSeadragon
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* (c) 2010 CodePlex Foundation
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*
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* OpenSeadragon 0.8.19
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* OpenSeadragon 0.8.20
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* ----------------------------------------------------------------------------
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*
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* License: New BSD License (BSD)
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@ -3759,39 +3759,21 @@ $.Drawer.prototype = {
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_updateActual: function() {
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this.updateAgain = false;
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var i, x, y,
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tile,
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tileTL,
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tileBR,
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numTiles,
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numTilesX,
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numTilesY,
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var tile,
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level,
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drawLevel,
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drawTile,
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renderPixelRatioC,
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renderPixelRatioT,
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levelOpacity,
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levelVisibility,
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viewportSize = this.viewport.getContainerSize(),
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viewportWidth = viewportSize.x,
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viewportHeight = viewportSize.y,
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viewportBounds = this.viewport.getBounds( true ),
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viewportTL = viewportBounds.getTopLeft(),
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viewportBR = viewportBounds.getBottomRight(),
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viewportCenter = this.viewport.pixelFromPoint( this.viewport.getCenter() ),
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best = null,
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haveDrawn = false,
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best = null,
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currentTime = new Date().getTime(),
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zeroRatioT = this.viewport.deltaPixelsFromPoints(
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this.source.getPixelRatio( 0 ),
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false
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).x,
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zeroRatioC = this.viewport.deltaPixelsFromPoints(
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this.source.getPixelRatio( 0 ),
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true
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).x,
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optimalRatio = this.config.immediateRender ? 1 : zeroRatioT,
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lowestLevel = Math.max(
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this.minLevel,
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Math.floor(
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@ -3807,13 +3789,13 @@ $.Drawer.prototype = {
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)
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);
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//TODO
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while ( this.lastDrawn.length > 0 ) {
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tile = this.lastDrawn.pop();
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tile.beingDrawn = false;
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}
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//TODO
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this.canvas.innerHTML = "";
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if ( USE_CANVAS ) {
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this.canvas.width = viewportWidth;
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@ -3821,15 +3803,17 @@ $.Drawer.prototype = {
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this.context.clearRect( 0, 0, viewportWidth, viewportHeight );
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}
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//TODO
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if ( !this.config.wrapHorizontal &&
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( viewportBR.x < 0 || viewportTL.x > 1 ) ) {
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return;
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} else if ( !this.config.wrapVertical &&
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} else if
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( !this.config.wrapVertical &&
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( viewportBR.y < 0 || viewportTL.y > this.normHeight ) ) {
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return;
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}
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//TODO
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if ( !this.config.wrapHorizontal ) {
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viewportTL.x = Math.max( viewportTL.x, 0 );
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viewportBR.x = Math.min( viewportBR.x, 1 );
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@ -3839,109 +3823,26 @@ $.Drawer.prototype = {
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viewportBR.y = Math.min( viewportBR.y, this.normHeight );
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}
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//TODO
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lowestLevel = Math.min( lowestLevel, highestLevel );
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//TODO
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for ( level = highestLevel; level >= lowestLevel; level-- ) {
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drawLevel = false;
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// note the .x!
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renderPixelRatioC = this.viewport.deltaPixelsFromPoints(
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this.source.getPixelRatio( level ),
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true
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).x;
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renderPixelRatioT = this.viewport.deltaPixelsFromPoints(
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this.source.getPixelRatio( level ),
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false
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).x;
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if ( ( !haveDrawn && renderPixelRatioC >= MIN_PIXEL_RATIO ) ||
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( level == lowestLevel ) ) {
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drawLevel = true;
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haveDrawn = true;
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} else if ( !haveDrawn ) {
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continue;
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}
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this._resetCoverage( level );
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levelOpacity = Math.min( 1, ( renderPixelRatioC - 0.5 ) / 0.5 );
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levelVisibility = optimalRatio / Math.abs(
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optimalRatio - renderPixelRatioT
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);
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tileTL = this.source.getTileAtPoint( level, viewportTL );
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tileBR = this.source.getTileAtPoint( level, viewportBR );
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numTiles = numberOfTiles( this, level );
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numTilesX = numTiles.x;
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numTilesY = numTiles.y;
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if ( !this.config.wrapHorizontal ) {
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tileBR.x = Math.min( tileBR.x, numTilesX - 1 );
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}
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if ( !this.config.wrapVertical ) {
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tileBR.y = Math.min( tileBR.y, numTilesY - 1 );
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}
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for ( x = tileTL.x; x <= tileBR.x; x++ ) {
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for ( y = tileTL.y; y <= tileBR.y; y++ ) {
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drawTile = drawLevel;
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tile = this._getTile(
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level,
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x, y,
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currentTime,
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numTilesX,
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numTilesY
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);
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this._setCoverage( level, x, y, false );
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if ( !tile.exists ) {
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continue;
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}
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if ( haveDrawn && !drawTile ) {
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if ( this._isCovered( level, x, y ) ) {
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this._setCoverage( level, x, y, true );
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} else {
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drawTile = true;
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}
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}
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if ( !drawTile ) {
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continue;
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}
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this._positionTile(
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tile,
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viewportCenter,
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levelVisibility
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);
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if ( tile.loaded ) {
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updateAgain = this._blendTile(
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tile,
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x, y,
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level,
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levelOpacity,
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currentTime
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);
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} else if ( tile.Loading ) {
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//do nothing
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} else {
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best = this._compareTiles( best, tile );
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}
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}
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}
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//TODO
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best = this._drawLevel( level, lowestLevel, viewportTL, viewportBR, currentTime, best );
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//TODO
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if ( this._providesCoverage( level ) ) {
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break;
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}
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}
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//TODO
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this._drawTiles();
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this._drawOverlays();
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//TODO
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if ( best ) {
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this._loadTile( best, currentTime );
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// because we haven't finished drawing, so
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@ -3949,8 +3850,127 @@ $.Drawer.prototype = {
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}
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},
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_drawLevel: function( ){
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_drawLevel: function( level, lowestLevel, viewportTL, viewportBR, currentTime, best ){
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var x, y,
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levelOpacity,
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levelVisibility,
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drawTile,
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tile,
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tileTL,
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tileBR,
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numTiles,
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numTilesX,
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numTilesY,
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renderPixelRatioC,
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renderPixelRatioT,
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levelOpacity,
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levelVisibility,
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haveDrawn = false,
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drawLevel = false,
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viewportCenter = this.viewport.pixelFromPoint( this.viewport.getCenter() ),
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zeroRatioT = this.viewport.deltaPixelsFromPoints(
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this.source.getPixelRatio( 0 ),
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false
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).x,
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optimalRatio = this.config.immediateRender ?
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1 :
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zeroRatioT;
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//Avoid calculations for draw if we have already drawn this
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renderPixelRatioC = this.viewport.deltaPixelsFromPoints(
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this.source.getPixelRatio( level ),
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true
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).x;
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if ( ( !haveDrawn && renderPixelRatioC >= MIN_PIXEL_RATIO ) ||
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( level == lowestLevel ) ) {
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drawLevel = true;
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haveDrawn = true;
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} else if ( !haveDrawn ) {
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return best;
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}
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//OK, a new drawing so do your calculations
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tileTL = this.source.getTileAtPoint( level, viewportTL );
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tileBR = this.source.getTileAtPoint( level, viewportBR );
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numTiles = numberOfTiles( this, level );
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numTilesX = numTiles.x;
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numTilesY = numTiles.y;
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renderPixelRatioT = this.viewport.deltaPixelsFromPoints(
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this.source.getPixelRatio( level ),
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false
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).x;
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levelOpacity = Math.min( 1, ( renderPixelRatioC - 0.5 ) / 0.5 );
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levelVisibility = optimalRatio / Math.abs(
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optimalRatio - renderPixelRatioT
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);
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this._resetCoverage( level );
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if ( !this.config.wrapHorizontal ) {
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tileBR.x = Math.min( tileBR.x, numTilesX - 1 );
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}
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if ( !this.config.wrapVertical ) {
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tileBR.y = Math.min( tileBR.y, numTilesY - 1 );
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}
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for ( x = tileTL.x; x <= tileBR.x; x++ ) {
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for ( y = tileTL.y; y <= tileBR.y; y++ ) {
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drawTile = drawLevel;
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tile = this._getTile(
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level,
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x, y,
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currentTime,
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numTilesX,
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numTilesY
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);
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this._setCoverage( level, x, y, false );
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if ( !tile.exists ) {
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continue;
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}
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if ( haveDrawn && !drawTile ) {
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if ( this._isCovered( level, x, y ) ) {
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this._setCoverage( level, x, y, true );
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} else {
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drawTile = true;
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}
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}
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if ( !drawTile ) {
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continue;
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}
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this._positionTile(
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tile,
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viewportCenter,
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levelVisibility
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);
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if ( tile.loaded ) {
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updateAgain = this._blendTile(
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tile,
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x, y,
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level,
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levelOpacity,
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currentTime
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);
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} else if ( tile.Loading ) {
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//TODO: .Loading is never defined... did they mean .loading?
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// but they didnt do anything so what is this block if
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// if it does nothing.
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} else {
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best = this._compareTiles( best, tile );
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}
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}
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}
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return best;
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},
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_positionTile: function( tile, viewportCenter, levelVisibility ){
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252
src/drawer.js
252
src/drawer.js
@ -332,39 +332,21 @@ $.Drawer.prototype = {
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_updateActual: function() {
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this.updateAgain = false;
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var i, x, y,
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tile,
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tileTL,
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tileBR,
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numTiles,
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numTilesX,
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numTilesY,
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var tile,
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level,
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drawLevel,
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drawTile,
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renderPixelRatioC,
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renderPixelRatioT,
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levelOpacity,
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levelVisibility,
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viewportSize = this.viewport.getContainerSize(),
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viewportWidth = viewportSize.x,
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viewportHeight = viewportSize.y,
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viewportBounds = this.viewport.getBounds( true ),
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viewportTL = viewportBounds.getTopLeft(),
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viewportBR = viewportBounds.getBottomRight(),
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viewportCenter = this.viewport.pixelFromPoint( this.viewport.getCenter() ),
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best = null,
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haveDrawn = false,
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best = null,
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currentTime = new Date().getTime(),
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zeroRatioT = this.viewport.deltaPixelsFromPoints(
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this.source.getPixelRatio( 0 ),
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false
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).x,
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zeroRatioC = this.viewport.deltaPixelsFromPoints(
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this.source.getPixelRatio( 0 ),
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true
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).x,
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optimalRatio = this.config.immediateRender ? 1 : zeroRatioT,
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lowestLevel = Math.max(
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this.minLevel,
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Math.floor(
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@ -380,13 +362,13 @@ $.Drawer.prototype = {
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)
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);
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//TODO
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while ( this.lastDrawn.length > 0 ) {
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tile = this.lastDrawn.pop();
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tile.beingDrawn = false;
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}
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//TODO
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this.canvas.innerHTML = "";
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if ( USE_CANVAS ) {
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this.canvas.width = viewportWidth;
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@ -394,15 +376,17 @@ $.Drawer.prototype = {
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this.context.clearRect( 0, 0, viewportWidth, viewportHeight );
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}
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//TODO
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if ( !this.config.wrapHorizontal &&
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( viewportBR.x < 0 || viewportTL.x > 1 ) ) {
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return;
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} else if ( !this.config.wrapVertical &&
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} else if
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( !this.config.wrapVertical &&
|
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( viewportBR.y < 0 || viewportTL.y > this.normHeight ) ) {
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return;
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}
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//TODO
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if ( !this.config.wrapHorizontal ) {
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viewportTL.x = Math.max( viewportTL.x, 0 );
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viewportBR.x = Math.min( viewportBR.x, 1 );
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@ -412,109 +396,26 @@ $.Drawer.prototype = {
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viewportBR.y = Math.min( viewportBR.y, this.normHeight );
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}
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//TODO
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lowestLevel = Math.min( lowestLevel, highestLevel );
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//TODO
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for ( level = highestLevel; level >= lowestLevel; level-- ) {
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drawLevel = false;
|
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// note the .x!
|
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renderPixelRatioC = this.viewport.deltaPixelsFromPoints(
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this.source.getPixelRatio( level ),
|
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true
|
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).x;
|
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renderPixelRatioT = this.viewport.deltaPixelsFromPoints(
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this.source.getPixelRatio( level ),
|
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false
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).x;
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|
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if ( ( !haveDrawn && renderPixelRatioC >= MIN_PIXEL_RATIO ) ||
|
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( level == lowestLevel ) ) {
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drawLevel = true;
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haveDrawn = true;
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} else if ( !haveDrawn ) {
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continue;
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}
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this._resetCoverage( level );
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levelOpacity = Math.min( 1, ( renderPixelRatioC - 0.5 ) / 0.5 );
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levelVisibility = optimalRatio / Math.abs(
|
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optimalRatio - renderPixelRatioT
|
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);
|
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tileTL = this.source.getTileAtPoint( level, viewportTL );
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tileBR = this.source.getTileAtPoint( level, viewportBR );
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numTiles = numberOfTiles( this, level );
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numTilesX = numTiles.x;
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numTilesY = numTiles.y;
|
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|
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if ( !this.config.wrapHorizontal ) {
|
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tileBR.x = Math.min( tileBR.x, numTilesX - 1 );
|
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}
|
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if ( !this.config.wrapVertical ) {
|
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tileBR.y = Math.min( tileBR.y, numTilesY - 1 );
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}
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for ( x = tileTL.x; x <= tileBR.x; x++ ) {
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for ( y = tileTL.y; y <= tileBR.y; y++ ) {
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drawTile = drawLevel;
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tile = this._getTile(
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level,
|
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x, y,
|
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currentTime,
|
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numTilesX,
|
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numTilesY
|
||||
);
|
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|
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this._setCoverage( level, x, y, false );
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|
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if ( !tile.exists ) {
|
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continue;
|
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}
|
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|
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if ( haveDrawn && !drawTile ) {
|
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if ( this._isCovered( level, x, y ) ) {
|
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this._setCoverage( level, x, y, true );
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} else {
|
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drawTile = true;
|
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}
|
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}
|
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|
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if ( !drawTile ) {
|
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continue;
|
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}
|
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|
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this._positionTile(
|
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tile,
|
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viewportCenter,
|
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levelVisibility
|
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);
|
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|
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if ( tile.loaded ) {
|
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|
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updateAgain = this._blendTile(
|
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tile,
|
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x, y,
|
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level,
|
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levelOpacity,
|
||||
currentTime
|
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);
|
||||
|
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} else if ( tile.Loading ) {
|
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//do nothing
|
||||
} else {
|
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best = this._compareTiles( best, tile );
|
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}
|
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}
|
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}
|
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//TODO
|
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best = this._drawLevel( level, lowestLevel, viewportTL, viewportBR, currentTime, best );
|
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|
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//TODO
|
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if ( this._providesCoverage( level ) ) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//TODO
|
||||
this._drawTiles();
|
||||
this._drawOverlays();
|
||||
|
||||
//TODO
|
||||
if ( best ) {
|
||||
this._loadTile( best, currentTime );
|
||||
// because we haven't finished drawing, so
|
||||
@ -522,8 +423,127 @@ $.Drawer.prototype = {
|
||||
}
|
||||
},
|
||||
|
||||
_drawLevel: function( ){
|
||||
|
||||
_drawLevel: function( level, lowestLevel, viewportTL, viewportBR, currentTime, best ){
|
||||
var x, y,
|
||||
levelOpacity,
|
||||
levelVisibility,
|
||||
drawTile,
|
||||
tile,
|
||||
tileTL,
|
||||
tileBR,
|
||||
numTiles,
|
||||
numTilesX,
|
||||
numTilesY,
|
||||
renderPixelRatioC,
|
||||
renderPixelRatioT,
|
||||
levelOpacity,
|
||||
levelVisibility,
|
||||
haveDrawn = false,
|
||||
drawLevel = false,
|
||||
viewportCenter = this.viewport.pixelFromPoint( this.viewport.getCenter() ),
|
||||
zeroRatioT = this.viewport.deltaPixelsFromPoints(
|
||||
this.source.getPixelRatio( 0 ),
|
||||
false
|
||||
).x,
|
||||
optimalRatio = this.config.immediateRender ?
|
||||
1 :
|
||||
zeroRatioT;
|
||||
|
||||
//Avoid calculations for draw if we have already drawn this
|
||||
renderPixelRatioC = this.viewport.deltaPixelsFromPoints(
|
||||
this.source.getPixelRatio( level ),
|
||||
true
|
||||
).x;
|
||||
|
||||
if ( ( !haveDrawn && renderPixelRatioC >= MIN_PIXEL_RATIO ) ||
|
||||
( level == lowestLevel ) ) {
|
||||
drawLevel = true;
|
||||
haveDrawn = true;
|
||||
} else if ( !haveDrawn ) {
|
||||
return best;
|
||||
}
|
||||
|
||||
//OK, a new drawing so do your calculations
|
||||
tileTL = this.source.getTileAtPoint( level, viewportTL );
|
||||
tileBR = this.source.getTileAtPoint( level, viewportBR );
|
||||
numTiles = numberOfTiles( this, level );
|
||||
numTilesX = numTiles.x;
|
||||
numTilesY = numTiles.y;
|
||||
|
||||
renderPixelRatioT = this.viewport.deltaPixelsFromPoints(
|
||||
this.source.getPixelRatio( level ),
|
||||
false
|
||||
).x;
|
||||
|
||||
levelOpacity = Math.min( 1, ( renderPixelRatioC - 0.5 ) / 0.5 );
|
||||
levelVisibility = optimalRatio / Math.abs(
|
||||
optimalRatio - renderPixelRatioT
|
||||
);
|
||||
|
||||
this._resetCoverage( level );
|
||||
|
||||
if ( !this.config.wrapHorizontal ) {
|
||||
tileBR.x = Math.min( tileBR.x, numTilesX - 1 );
|
||||
}
|
||||
if ( !this.config.wrapVertical ) {
|
||||
tileBR.y = Math.min( tileBR.y, numTilesY - 1 );
|
||||
}
|
||||
|
||||
for ( x = tileTL.x; x <= tileBR.x; x++ ) {
|
||||
for ( y = tileTL.y; y <= tileBR.y; y++ ) {
|
||||
drawTile = drawLevel;
|
||||
tile = this._getTile(
|
||||
level,
|
||||
x, y,
|
||||
currentTime,
|
||||
numTilesX,
|
||||
numTilesY
|
||||
);
|
||||
|
||||
this._setCoverage( level, x, y, false );
|
||||
|
||||
if ( !tile.exists ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( haveDrawn && !drawTile ) {
|
||||
if ( this._isCovered( level, x, y ) ) {
|
||||
this._setCoverage( level, x, y, true );
|
||||
} else {
|
||||
drawTile = true;
|
||||
}
|
||||
}
|
||||
|
||||
if ( !drawTile ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
this._positionTile(
|
||||
tile,
|
||||
viewportCenter,
|
||||
levelVisibility
|
||||
);
|
||||
|
||||
if ( tile.loaded ) {
|
||||
|
||||
updateAgain = this._blendTile(
|
||||
tile,
|
||||
x, y,
|
||||
level,
|
||||
levelOpacity,
|
||||
currentTime
|
||||
);
|
||||
|
||||
} else if ( tile.Loading ) {
|
||||
//TODO: .Loading is never defined... did they mean .loading?
|
||||
// but they didnt do anything so what is this block if
|
||||
// if it does nothing.
|
||||
} else {
|
||||
best = this._compareTiles( best, tile );
|
||||
}
|
||||
}
|
||||
}
|
||||
return best;
|
||||
},
|
||||
|
||||
_positionTile: function( tile, viewportCenter, levelVisibility ){
|
||||
|
Loading…
x
Reference in New Issue
Block a user