mirror of
https://github.com/openseadragon/openseadragon.git
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Merge conflicts from master.
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commit
bee5cb2471
@ -35,5 +35,5 @@ keywords:
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- high-resolution
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- high-resolution
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- iiif
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- iiif
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license: BSD-3-Clause
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license: BSD-3-Clause
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version: 5.0.0
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version: 5.0.1
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date-released: 2024-08-14
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date-released: 2024-11-09
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@ -1,7 +1,7 @@
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OPENSEADRAGON CHANGELOG
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OPENSEADRAGON CHANGELOG
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=======================
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=======================
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6.0.0: (draft)
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6.0.0: (in progress...)
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* NEW BEHAVIOR: OpenSeadragon Data Pipeline Overhaul
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* NEW BEHAVIOR: OpenSeadragon Data Pipeline Overhaul
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* DEPRECATION: Properties on tile that manage drawer data, or store data to draw: Tile.[element|imgElement|style|context2D|getImage|getCanvasContext] and transitively Tile.getScaleForEdgeSmoothing
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* DEPRECATION: Properties on tile that manage drawer data, or store data to draw: Tile.[element|imgElement|style|context2D|getImage|getCanvasContext] and transitively Tile.getScaleForEdgeSmoothing
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* DEPRECATION: TileSource data lifecycle handlers: system manages these automatically: TileSource.[createTileCache|destroyTileCache|getTileCacheData|getTileCacheDataAsImage|getTileCacheDataAsContext2D]
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* DEPRECATION: TileSource data lifecycle handlers: system manages these automatically: TileSource.[createTileCache|destroyTileCache|getTileCacheData|getTileCacheDataAsImage|getTileCacheDataAsContext2D]
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@ -25,13 +25,16 @@ OPENSEADRAGON CHANGELOG
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* Misc: updated CSS for dev server, new dev & test commands.
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* Misc: updated CSS for dev server, new dev & test commands.
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5.0.1: (in progress...)
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5.0.1:
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* Improved overlay handling so it plays better with other libraries (#2582 @BeebBenjamin)
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* Improved overlay handling so it plays better with other libraries (#2582 @BeebBenjamin)
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* WebGLDrawer now supports the imageSmoothingEnabled option (#2615 @pearcetm)
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* WebGLDrawer now supports the imageSmoothingEnabled option (#2615 @pearcetm)
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* Fixed: If you switched from WebGL drawer to canvas drawer, it didn't clean up properly (#2570 @pearcetm)
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* Fixed: If you switched from WebGL drawer to canvas drawer, it didn't clean up properly (#2570 @pearcetm)
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* Fixed: TiledImage.setClip would sometimes leave tiles unloaded (#2590 @pearcetm)
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* Fixed: TiledImage.setClip would sometimes leave tiles unloaded (#2590 @pearcetm)
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* Fixed: The WebGL drawer didn't support viewportMargins (#2600, #2606 @pearcetm)
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* Fixed: The WebGL drawer didn't support viewportMargins (#2600, #2606 @pearcetm)
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* Fixed: If you set viewport rotation before flip, the navigator display region would be drawn wrong (#2619 @jbakarich)
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* Fixed: In some cases, the WebGL drawer would draw the image in white (#2620 @sbarex)
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* Fixed: If the user changed the page zoom or moved the window a different monitor, the image would disappear (#2627 @pearcetm)
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5.0.0:
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5.0.0:
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@ -1,6 +1,6 @@
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{
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{
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"name": "openseadragon",
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"name": "openseadragon",
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"version": "5.0.0",
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"version": "5.0.1",
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"description": "Provides a smooth, zoomable user interface for HTML/Javascript.",
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"description": "Provides a smooth, zoomable user interface for HTML/Javascript.",
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"keywords": [
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"keywords": [
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"image",
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"image",
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@ -347,7 +347,6 @@ $.extend( $.Navigator.prototype, $.EventSource.prototype, $.Viewer.prototype, /*
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},
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},
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setDisplayTransform: function(rule) {
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setDisplayTransform: function(rule) {
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setElementTransform(this.displayRegion, rule);
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setElementTransform(this.canvas, rule);
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setElementTransform(this.canvas, rule);
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setElementTransform(this.element, rule);
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setElementTransform(this.element, rule);
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},
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},
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@ -2575,8 +2575,7 @@ $.extend( $.Viewer.prototype, $.EventSource.prototype, $.ControlDock.prototype,
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},
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},
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/**
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/**
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* Update pixel density ratio, clears all tiles and triggers updates for
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* Update pixel density ratio and forces a resize operation.
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* all items if the ratio has changed.
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* @private
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* @private
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*/
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*/
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_updatePixelDensityRatio: function() {
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_updatePixelDensityRatio: function() {
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@ -2584,8 +2583,7 @@ $.extend( $.Viewer.prototype, $.EventSource.prototype, $.ControlDock.prototype,
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var currentPixelDensityRatio = $.getCurrentPixelDensityRatio();
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var currentPixelDensityRatio = $.getCurrentPixelDensityRatio();
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if (previusPixelDensityRatio !== currentPixelDensityRatio) {
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if (previusPixelDensityRatio !== currentPixelDensityRatio) {
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$.pixelDensityRatio = currentPixelDensityRatio;
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$.pixelDensityRatio = currentPixelDensityRatio;
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this.world.resetItems();
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this.forceResize();
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this.forceRedraw();
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}
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}
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},
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},
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@ -448,7 +448,7 @@
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gl.bindBuffer(gl.ARRAY_BUFFER, this._secondPass.bufferTexturePosition);
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gl.bindBuffer(gl.ARRAY_BUFFER, this._secondPass.bufferTexturePosition);
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gl.vertexAttribPointer(this._secondPass.aTexturePosition, 2, gl.FLOAT, false, 0, 0);
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gl.vertexAttribPointer(this._secondPass.aTexturePosition, 2, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, this._secondPass.bufferOutputPosition);
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gl.bindBuffer(gl.ARRAY_BUFFER, this._secondPass.bufferOutputPosition);
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gl.vertexAttribPointer(this._firstPass.aOutputPosition, 2, gl.FLOAT, false, 0, 0);
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gl.vertexAttribPointer(this._secondPass.aOutputPosition, 2, gl.FLOAT, false, 0, 0);
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// Draw the quad (two triangles)
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// Draw the quad (two triangles)
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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