[codex] Improve GlobeView bitmap tile effect handling#10353
Closed
charlieforward9 wants to merge 1 commit into
Closed
[codex] Improve GlobeView bitmap tile effect handling#10353charlieforward9 wants to merge 1 commit into
charlieforward9 wants to merge 1 commit into
Conversation
Collaborator
Author
|
Closing this draft. I do not want to pursue the TileLayer/GlobeView bitmap-coordinate path as a separate PR; the active work should stay consolidated in #10352 and shift toward TerrainLayer plus other mesh/model-related layers instead of a fully 2D layer path. |
This file contains hidden or 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
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Summary
This improves TileLayer's GlobeView handling for bitmap tile sublayers so image-coordinate setup stays compatible with deck.gl effects after BitmapLayer gains lighting/material support.
TileLayer now detects BitmapLayer sublayers rendered in GlobeView and, when their
_imageCoordinateSystemis still default, clones them with_imageCoordinateSystem: COORDINATE_SYSTEM.CARTESIAN. This preserves explicit user-provided coordinate systems, includingCOORDINATE_SYSTEM.LNGLAT.Why
XYZ/slippy tile imagery is Web Mercator encoded. In GlobeView, BitmapLayer positions the tile mesh in lng/lat, so tile imagery needs Mercator-to-lnglat UV conversion for the bitmap surface to line up correctly. That becomes more visible once lighting/effects are applied to BitmapLayer-backed tile imagery.
Dependency
This draft PR is stacked on and merge-blocked by #10352. Please do not merge this until #10352 lands, because the effect behavior depends on BitmapLayer lighting/material support from that PR.
Validation
npx vitest run --project headless test/modules/geo-layers/tile-layer/tile-layer.spec.tsgit diff --checknpx eslint modules/geo-layers/src/tile-layer/tile-layer.ts test/modules/geo-layers/tile-layer/tile-layer.spec.ts, but the local checkout's deck.gl ESLint 8.57.0 process loaded the parent workspace's ESLint 9-era@typescript-eslint/no-unused-expressionsrule and failed before linting these changes:Cannot read properties of undefined (reading 'allowShortCircuit').