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fix TileConfig._getTileNum #1731
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* Use ImageBitmap to improve Marker render performance * ResourceCache Unified processing of imagebitmap * delete blank line
…of lines and polygons (#1371)
…u can be displayed normally (#1378)
#1379) * Optimize geometry pick performance when map is still (#1372) * Optimize geometry pick performance when map is still * Optimize MutiLineString MultiPolygon pick performance * delete geometry._containsPoint method imageData params * detect the webgl environment by judging whether the webgl renderingcontext exists or not close #1373 (#1374) * reduce function call for optimize marker rendering performance (#1375) * Delete the monitoring frequency limit of ContextMenu, so that the menu can be displayed normally (#1378) * In drawing mode, do not trigger geometry events by config map geometryEventsOnDrawing * fix same symbol not preparecanvas * revert geometry pick * drawtool support blockGeometryEvents
* fixing specs * fixing specs * fixing specs
* tilelayer default support token * update tilelayer.options.token doc describe
#1395) * optimize map._pointsToContainerPoints performance when pitch and bearing is 0 * fix ci error * Reduce the creation of point, reduce memory overhead * revert _pointsToContainerPoints code
* fixing * fixing * fixing ie specs
* fix position copy missing z value * rollback toArray
* fix map hitDetect It doesn't work when size is decimal * delete log
* position toArray Include z value * update spec * update toArray * update spec
* Camera support Infinite Far * update
* fix ios 13 MediaQueryList not addEventListener * add GroupTileLayer internal sort of sublayers * tileLayer add customTags * ie not supported Object.assign and replace with maptalks.extend * modify map options customTags desc * modify map options customTags desc Co-authored-by: 潘振东 <[email protected]>
…roupTileLayer is deleted reason: (#1718) 1.remove of the layer may happen before the frameend Co-authored-by: ADS <[email protected]>
joric
suggested changes
May 18, 2024
| const tileX = Math.floor(delta * tileSystem['scale']['x'] + point.x / (tileSize['width'] * res)); | ||
| const tileY = Math.ceil(delta * tileSystem['scale']['y'] + point.y / (tileSize['height'] * res)); | ||
| let tileY = delta * tileSystem['scale']['y'] + point.y / (tileSize['height'] * res); | ||
| tileY = Math.round(tileY); |
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why use two lines?
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