Merge branch 'rotation-seams' into rotation-seams

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Aiosa 2023-07-26 23:58:07 +02:00 committed by GitHub
commit ca45e96142
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5 changed files with 359 additions and 359 deletions

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@ -262,7 +262,7 @@ $.extend( $.World.prototype, $.EventSource.prototype, /** @lends OpenSeadragon.W
this.viewer.drawer.draw(this._items); this.viewer.drawer.draw(this._items);
this._needsDraw = false; this._needsDraw = false;
this._items.forEach(function(item){ this._items.forEach(function(item){
this._needsDraw = item.setDrawn() || this._needsDraw || true; this._needsDraw = item.setDrawn() || this._needsDraw;
}); });
}, },

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@ -8,7 +8,7 @@
<link rel="stylesheet" href="../lib/jquery-ui-1.10.2/css/smoothness/jquery-ui-1.10.2.min.css"> <link rel="stylesheet" href="../lib/jquery-ui-1.10.2/css/smoothness/jquery-ui-1.10.2.min.css">
<!-- <script src="https://cdnjs.cloudflare.com/ajax/libs/stats.js/17/Stats.js" crossorigin="anonymous" referrerpolicy="no-referrer"></script> --> <!-- <script src="https://cdnjs.cloudflare.com/ajax/libs/stats.js/17/Stats.js" crossorigin="anonymous" referrerpolicy="no-referrer"></script> -->
<!-- <script type="text/javascript" src="./webgldemodrawer.js"></script> --> <script type="text/javascript" src="./webgldemodrawer.js"></script>
<script type="module" src="./drawerperformance.js"></script> <script type="module" src="./drawerperformance.js"></script>
<style type="text/css"> <style type="text/css">
.content{ .content{

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@ -56,7 +56,7 @@ function run(drawerType, num) {
window.setInterval(()=>{ window.setInterval(()=>{
let m = movingLeft ? 1 : -1; let m = movingLeft ? 1 : -1;
movingLeft = m === -1; movingLeft = m === -1;
let dist = viewer.viewport.getBounds().width / 2 / viewer.viewport.getZoom(); let dist = viewer.viewport.getBounds().width;
viewer.viewport.panBy(new OpenSeadragon.Point( dist * m/2, 0)); viewer.viewport.panBy(new OpenSeadragon.Point( dist * m/2, 0));
}, 1000); }, 1000);

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@ -302,8 +302,8 @@
tiledImage._croppingPolygons || tiledImage._croppingPolygons ||
tiledImage.debugMode tiledImage.debugMode
); );
let useTwoPassRendering = useContext2dPipeline ||(tiledImage.opacity < 1); // TODO: check hasTransparency in addition to opacity
let useTwoPassRendering = useContext2dPipeline ||(tiledImage.opacity < 1); // TODO: check hasTransparency in addition to opacity
let tilesToDraw = tiledImage.getTilesToDraw(); let tilesToDraw = tiledImage.getTilesToDraw();