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Add zRange prop to TileLayer for use with TerrainLayer #4397
Add zRange prop to TileLayer for use with TerrainLayer #4397
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Side note: The long term solution for this might be to simply generate bounding boxes/volumes for each tile and then use frustum intersection logic implemented for 3D tiles. This aligns with our ambition to gradually unify the tile layers layers. |
CI is failing - You can run |
Co-Authored-By: Xiaoji Chen <Pessimistress@users.noreply.github.com>
When I run tests locally on master, I get an unrelated
From travis it looks like the main error is
I'm still working on figuring out how these changes caused that. |
Ah. headless-gl does not work with |
I switched to node 10 and can run the tests locally now. I think there were two errors, and I fixed one but not the other yet. |
I fixed failing tests but didn't add a |
Closes #4347
(Mt. Rainier, ~4000m; no missing tiles)
Change List
zRange
prop toTileLayer
, which is passed down toviewport.unproject
to find tile indices given a range of elevations (in meters).TerrainLayer
'szRange
state on viewport load, calculated as the minimum and maximum of all triangle mesh heights. It does seem a little excessive to scan all mesh heights on every viewport change, so I'm open to ideas about more efficient z range calculation.