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Render to heatmap framebuffer in separate pass #5803

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jfirebaugh opened this issue Dec 4, 2017 · 0 comments · Fixed by #5793
Closed

Render to heatmap framebuffer in separate pass #5803

jfirebaugh opened this issue Dec 4, 2017 · 0 comments · Fixed by #5793
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@jfirebaugh
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Heatmap rendering currently happens entirely in the translucent pass, and first binds a texture-backed FBO, draws to it, then rebinds the default framebuffer. Framebuffer binding is relatively expensive, and the second rebinding could be avoided by drawing to the texture-backed FBO in a separate draw pass, similar to the passes used by fill extrusions and hillshading. @mollymerp suggests generalizing these three into a general "framebuffer" pass.

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