Merge conflicts from master.

This commit is contained in:
Aiosa 2024-12-10 13:50:41 +01:00
commit bee5cb2471
6 changed files with 11 additions and 11 deletions

View File

@ -35,5 +35,5 @@ keywords:
- high-resolution
- iiif
license: BSD-3-Clause
version: 5.0.0
date-released: 2024-08-14
version: 5.0.1
date-released: 2024-11-09

View File

@ -1,7 +1,7 @@
OPENSEADRAGON CHANGELOG
=======================
6.0.0: (draft)
6.0.0: (in progress...)
* NEW BEHAVIOR: OpenSeadragon Data Pipeline Overhaul
* DEPRECATION: Properties on tile that manage drawer data, or store data to draw: Tile.[element|imgElement|style|context2D|getImage|getCanvasContext] and transitively Tile.getScaleForEdgeSmoothing
* DEPRECATION: TileSource data lifecycle handlers: system manages these automatically: TileSource.[createTileCache|destroyTileCache|getTileCacheData|getTileCacheDataAsImage|getTileCacheDataAsContext2D]
@ -25,13 +25,16 @@ OPENSEADRAGON CHANGELOG
* Misc: updated CSS for dev server, new dev & test commands.
5.0.1: (in progress...)
5.0.1:
* Improved overlay handling so it plays better with other libraries (#2582 @BeebBenjamin)
* WebGLDrawer now supports the imageSmoothingEnabled option (#2615 @pearcetm)
* Fixed: If you switched from WebGL drawer to canvas drawer, it didn't clean up properly (#2570 @pearcetm)
* Fixed: TiledImage.setClip would sometimes leave tiles unloaded (#2590 @pearcetm)
* Fixed: The WebGL drawer didn't support viewportMargins (#2600, #2606 @pearcetm)
* Fixed: If you set viewport rotation before flip, the navigator display region would be drawn wrong (#2619 @jbakarich)
* Fixed: In some cases, the WebGL drawer would draw the image in white (#2620 @sbarex)
* Fixed: If the user changed the page zoom or moved the window a different monitor, the image would disappear (#2627 @pearcetm)
5.0.0:

View File

@ -1,6 +1,6 @@
{
"name": "openseadragon",
"version": "5.0.0",
"version": "5.0.1",
"description": "Provides a smooth, zoomable user interface for HTML/Javascript.",
"keywords": [
"image",

View File

@ -347,7 +347,6 @@ $.extend( $.Navigator.prototype, $.EventSource.prototype, $.Viewer.prototype, /*
},
setDisplayTransform: function(rule) {
setElementTransform(this.displayRegion, rule);
setElementTransform(this.canvas, rule);
setElementTransform(this.element, rule);
},

View File

@ -2575,8 +2575,7 @@ $.extend( $.Viewer.prototype, $.EventSource.prototype, $.ControlDock.prototype,
},
/**
* Update pixel density ratio, clears all tiles and triggers updates for
* all items if the ratio has changed.
* Update pixel density ratio and forces a resize operation.
* @private
*/
_updatePixelDensityRatio: function() {
@ -2584,8 +2583,7 @@ $.extend( $.Viewer.prototype, $.EventSource.prototype, $.ControlDock.prototype,
var currentPixelDensityRatio = $.getCurrentPixelDensityRatio();
if (previusPixelDensityRatio !== currentPixelDensityRatio) {
$.pixelDensityRatio = currentPixelDensityRatio;
this.world.resetItems();
this.forceRedraw();
this.forceResize();
}
},

View File

@ -448,7 +448,7 @@
gl.bindBuffer(gl.ARRAY_BUFFER, this._secondPass.bufferTexturePosition);
gl.vertexAttribPointer(this._secondPass.aTexturePosition, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this._secondPass.bufferOutputPosition);
gl.vertexAttribPointer(this._firstPass.aOutputPosition, 2, gl.FLOAT, false, 0, 0);
gl.vertexAttribPointer(this._secondPass.aOutputPosition, 2, gl.FLOAT, false, 0, 0);
// Draw the quad (two triangles)
gl.drawArrays(gl.TRIANGLES, 0, 6);