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@@ -1153,6 +1153,17 @@ function Renderer(container, context) { |
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numCornersInView += cornersInView[i]; |
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} |
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var cubeSize = image.cubeResolution * Math.pow(2, node.level - image.maxLevel); |
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var numTiles = Math.ceil(cubeSize * image.invTileResolution) - 1; |
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var doubleTileSize = cubeSize % image.tileResolution * 2; |
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var lastTileSize = (cubeSize * 2) % image.tileResolution; |
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if (lastTileSize === 0) { |
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lastTileSize = image.tileResolution; |
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} |
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if (doubleTileSize === 0) { |
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doubleTileSize = image.tileResolution * 2; |
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} |
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// Tiles should always be loaded if they're base tiles, in the |
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// extremely-wide FOV edge case when a node corner is behind the |
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// camera, and when no node corners are in the viewport. In other |
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@@ -1165,7 +1176,20 @@ function Renderer(container, context) { |
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if (cornersInView[i] || cornersInView[j]) { |
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var diffX = (cornersWinX[j] - cornersWinX[i]) * gl.drawingBufferWidth / 2, |
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diffY = (cornersWinY[j] - cornersWinY[i]) * gl.drawingBufferHeight / 2; |
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// TODO: should non-square tiles have special handling? |
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// Handle edge tiles |
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if (lastTileSize < image.tileResolution) { |
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if (node.x == numTiles) |
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diffX *= image.tileResolution / lastTileSize; |
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else if (node.y == numTiles) |
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diffY *= image.tileResolution / lastTileSize; |
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} |
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// Handle small tiles that have fewer than four children |
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if (doubleTileSize <= image.tileResolution) { |
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if (node.x == numTiles) |
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diffX *= 2; |
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if (node.y == numTiles) |
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diffY *= 2; |
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} |
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maxSide = Math.max(maxSide, Math.sqrt(diffX * diffX + diffY * diffY)); |
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} |
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} |
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@@ -1209,16 +1233,6 @@ function Renderer(container, context) { |
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// Create child nodes |
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if (node.level < image.maxLevel) { |
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var cubeSize = image.cubeResolution * Math.pow(2, node.level - image.maxLevel); |
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var numTiles = Math.ceil(cubeSize * image.invTileResolution) - 1; |
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var doubleTileSize = cubeSize % image.tileResolution * 2; |
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var lastTileSize = (cubeSize * 2) % image.tileResolution; |
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if (lastTileSize === 0) { |
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lastTileSize = image.tileResolution; |
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} |
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if (doubleTileSize === 0) { |
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doubleTileSize = image.tileResolution * 2; |
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} |
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var f = 0.5; |
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if (node.x == numTiles || node.y == numTiles) { |
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f = 1.0 - image.tileResolution / (image.tileResolution + lastTileSize); |
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