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change tile loading logic to match native #5119
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0b1a27e
change tile loading logic in source cache to load not-previously-load…
6515276
un-ignore raster loading test
49747ce
rename variables and functions for clarity
9b444fb
update test suite to handle missing tiles
3a34eca
refactor _updateRetainedTiles into separate function, fix indexing bug
9eb352f
lint
b4734db
more unit tests
bc58f97
unignore raster masking test
f6d3d50
type _updateRenderables vars
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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Hm, I don't follow what's happening in this branch -- why do we only get the first child tile?
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Overzoomed children are different from regular children. While regular children increase the z by one, and enumerate all four quadrants, an "overzoomed child" is represented with the same z/x/y as its parent, except that the
overzoomedZ
value is increased by one. We're using overzoomed children to indicate that it's using the same data as the non-overzoomed tile, except "overzoomed" to a particular zoom level. This overzoom information is used while parsing the tile and placing labels.