- 18 8月, 2023 3 次提交
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由 Blottiere Paul 提交于
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由 Blottiere Paul 提交于
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由 Blottiere Paul 提交于
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- 17 8月, 2023 5 次提交
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由 Martin Dobias 提交于
Previously we would remove any nodes that were at the end of the replacement queue, which was causing some bad behavior with nearly infinite loops unloading and reloading chunks. The strategy has been updated to only remove nodes that we know will not be requested again in the next scene update.
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由 Martin Dobias 提交于
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由 Blottiere Paul 提交于
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由 Blottiere Paul 提交于
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由 wulu90 提交于
Signed-off-by: Nwulu <wulu90@outlook.com>
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- 16 8月, 2023 10 次提交
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由 Julien Cabieces 提交于
Fix delete curve vertex
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由 Denis Rouzaud 提交于
* Update MetaSearch with new settings API fixes #54144 * remove Arcgis Map Server * fix test
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由 Jacky Volpes 提交于
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由 Jacky Volpes 提交于
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由 Martin Dobias 提交于
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由 Martin Dobias 提交于
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由 Andrea Giudiceandrea 提交于
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由 Nyall Dawson 提交于
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由 Nyall Dawson 提交于
primitives from each tile by z order before rendering them This avoids a bunch of z order artifacts, leaving only artifacts on tile boundaries or on overlapping tiles
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由 Nyall Dawson 提交于
progress preview render results while drawing the layer, which differ from the final layer render The immediate use case here is for rendering tiled scene layers. In order to generate the actual final render for these layers, we need to first fetch ALL content for the render and then sort the primitives by z value. But this means that the layer renders can be extremely slow, with no visible changes on the map until all the content fetching is complete. Not great user experience! Instead, here we add the infrastructure so that a layer renderer can get a temporary image to paint to for any partial renders. This image gets used during map composition up until the layer finally finishes rendering, at which time the layer's actual destination image will be used for the composition. This means that tiled scene renderers can now draw all tiles (with unsorted primitives, and the artifacts which come with that) as soon as we fetch each tile. This gives the user an immediate visual reflection that the tiles are being fetched and that how quickly (or slowly) that is happening. As soon as we've got all tiles, the layer render will be immediately switched to the version in which all content is rendered in the correct z order. As a bonus, we draw these temporary in progress renders over any previously transformed cache version of the layer available. So eg when you zoom in, you'll get a zoomed in pixelated version of the last render which gets progressively drawn over with each tile as it is fetched. This same API could be used in future eg with point cloud rendering when points are being sorted by z value to give timely visual feedback.
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- 15 8月, 2023 9 次提交
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由 Nyall Dawson 提交于
Don't try to draw near vertical triangles in 2d views
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由 Nyall Dawson 提交于
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由 Nyall Dawson 提交于
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由 Nyall Dawson 提交于
force the layer to be rasterised There's no benefit in exporting these layers as a bunch of triangular images which are pieced together, that adds a lot of extra content to the exports and results in files which can be extremely slow to open and render in other viewers.
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由 Nyall Dawson 提交于
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由 Martin Dobias 提交于
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由 Martin Dobias 提交于
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由 Martin Dobias 提交于
When we fetch hierarchy and it leads to a bad URL, we get no content and then we try to get the hierarchy again and again (especially in 3D view this can trigger loads of requests). So when we failed to get content, let's mark it as NotJson so that we do not retry hierarchy fetch.
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由 Nyall Dawson 提交于
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- 14 8月, 2023 13 次提交
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由 mhugent 提交于
Move QgsWmsRestorer in QGIS Server DXF export one level up
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由 Nyall Dawson 提交于
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由 Nyall Dawson 提交于
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由 uclaros 提交于
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由 uclaros 提交于
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由 uclaros 提交于
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由 Nyall Dawson 提交于
thread)
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由 Andrea Giudiceandrea 提交于
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由 Andrea Giudiceandrea 提交于
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由 Andrea Giudiceandrea 提交于
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由 Andrea Giudiceandrea 提交于
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由 Andrea Giudiceandrea 提交于
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由 Andrea Giudiceandrea 提交于
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