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MGLMapView should be non-opaque by default #7256
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I’m also in favor of moving ahead with the switch to |
I’d be fine with either v3.4.0 or v3.4.1. Any PR that changes the default should come with iosbench results comparing performance before and after. |
Certainly we should run iosbench, but I suspect the results will be inconclusive as to the absolute effect — last time I ran it, we were maxing out at 60 FPS consistently. Perhaps an impetus to expand iosbench. |
Hmm, this is in conflict with #5489. Are we sure about this, or am I misunderstanding what we're talking about? |
Right, but my point is that even bare, we have not been hitting 60fps, hence the annotation sync problem root. Are we now reliably doing that?
|
All iosbench does is render the same viewport over and over again. The framerate issues we were seeing over in #5489 are only triggered when panning, zooming, or rotating the map. |
Fixed in #7859 on the release-ios-v3.4.0 branch. |
In #3101 (comment), @mxcl argues that MGLMapView’s
isOpaque
property should be set toNO
by default on iOS. In #3096, I originally defaultedisOpaque
toNO
but switched it back toYES
out of concern that performance might be impacted. Assuming the flash of black is still a problem, I’m in favor of making the map view non-opaque by default. On macOS, we render the map in an NSOpenGLLayer, which like all CALayers is transparent by default, and I haven’t noticed any problems stemming from that choice.Alternatively, we could mitigate the flash without impacting performance by defaulting
isOpaque
toNO
at initialization, then switching it toYES
as soon as the style finishes loading for the first time (unless the developer has manually setisOpaque
in the meantime)./cc @incanus @frederoni
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