It's a premultiplied image. This implies that we were misusing encodePNG
in most cases, as we were passing premultiplied pixels which were then
interpreted as unmultiplied. I changed encodePNG to accept premultipled
pixels, and unpremultiply in the implementations.
The callback will be called when any of the resources requested
from the network failed to load.
There is not recovery implemented yet, so the closest thing to
reseting the Map object and reloading all the resources would
be setting a new style.
Both Android and iOS now use pause/resume. The map thread is
always running, and be able to receive messages. When paused,
it will just refuse to render.
- static rendering now also runs in a separate thread; you have to start it with map.start(Map::Mode::Static) and join the thread with map.stop() before destructing the Map object
- map.renderStill() takes a callback with will be invoked on the *map* thread, so you'll have to figure out your own method of dispatching back to the main thread.
- catch SQLite exceptions and report them
- failed statements are ignored, we're really just caching here, so if it fails we're handling it gracefully elsewhere
- handle cases where the database file goes away after we opened it
- handle cases where the schema wasn't created after the database file was opened successfully
- add tests
To make it easier to debug, add the Environment ID and the Thread name
to the log messages. For instance log messages from the TileParser will look like:
[WARNING] {0}{TileWorker_15/18653/9486}[ParseTile]: some relevant warning message
| | | |
| | | +-> Component
| | +--------------------> Thread name
| +----------------------------------> Environment ID
+------------------------------------------> Severity level
Log messages that are not inside an Environment::Scope will work
normally and will look like:
[WARNING] [JNI]: some relevant warning message
Fixes#882.
- OpenGL ES 2 doesn't allow NPOT textures with wrap-around
- The Sprite object reported the map's pixelRatio, even though it loaded @2x assets
- Copying icons from the sprite into the atlas now uses bilinear scaling to scale up to the actual size
Now the FixtureLog is an Log::Observer instead of a backend. The
observer can sniff and filter log messages, that can be used
for fail a test if it emits a warning for example.
No initialization is needed anymore and we can use the logging functions
safely at any point of the code (threading is not handled though, so you
might get multiplexed messages if you log from two threads
simultaneously).