avoids repeated creation of shaderVars object
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ad9f7c40b1
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de5ad67a38
10
Makefile
10
Makefile
@ -9,20 +9,10 @@ JS_CLIENT_FILES= lib/torque/*.js \
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lib/torque/leaflet/canvas_layer.js \
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lib/torque/leaflet/canvas_layer.js \
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lib/torque/leaflet/torque.js
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lib/torque/leaflet/torque.js
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all: dist/torque.js dist/torque.full.js
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dist/torque.full.uncompressed.js: dist_folder dist/torque.uncompressed.js
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dist/torque.full.uncompressed.js: dist_folder dist/torque.uncompressed.js
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$(BROWSERIFY) lib/torque/index.js --standalone torque > dist/torque.full.uncompressed.js
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$(BROWSERIFY) lib/torque/index.js --standalone torque > dist/torque.full.uncompressed.js
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dist/torque.full.js: dist_folder dist/torque.full.uncompressed.js
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$(UGLIFYJS) dist/torque.full.uncompressed.js > dist/torque.full.js
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dist/torque.uncompressed.js: dist_folder $(JS_CLIENT_FILES)
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$(BROWSERIFY) lib/torque/index.js --no-bundle-external --standalone torque > dist/torque.uncompressed.js
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dist/torque.js: dist_folder dist/torque.uncompressed.js
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$(UGLIFYJS) dist/torque.uncompressed.js > dist/torque.js
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dist_folder:
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dist_folder:
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mkdir -p dist
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mkdir -p dist
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@ -243,6 +243,7 @@ var Filters = require('./torque_filters');
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_renderTile: function(tile, key, frame_offset, sprites, shader, shaderVars) {
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_renderTile: function(tile, key, frame_offset, sprites, shader, shaderVars) {
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if (!this._canvas) return;
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if (!this._canvas) return;
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shaderVars = shaderVars || { zoom: tile.z, 'frame-offset': frame_offset };
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var prof = Profiler.metric('torque.renderer.point.renderTile').start();
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var prof = Profiler.metric('torque.renderer.point.renderTile').start();
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var ctx = this._ctx;
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var ctx = this._ctx;
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var blendMode = compop2canvas(shader.eval('comp-op')) || this.options.blendmode;
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var blendMode = compop2canvas(shader.eval('comp-op')) || this.options.blendmode;
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@ -264,7 +265,7 @@ var Filters = require('./torque_filters');
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if (c) {
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if (c) {
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var sp = sprites[c];
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var sp = sprites[c];
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if (sp === undefined) {
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if (sp === undefined) {
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sp = sprites[c] = this.generateSprite(shader, c, torque.extend({ zoom: tile.z, 'frame-offset': frame_offset }, shaderVars));
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sp = sprites[c] = this.generateSprite(shader, c, shaderVars);
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}
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}
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if (sp) {
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if (sp) {
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var x = tile.x[posIdx]- (sp.width >> 1) + anchor;
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var x = tile.x[posIdx]- (sp.width >> 1) + anchor;
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