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15 changes: 9 additions & 6 deletions src/webgl/lineFeature.js
Original file line number Diff line number Diff line change
Expand Up @@ -147,6 +147,7 @@ var webgl_lineFeature = function (arg) {
miterLimit = m_this.style.get('miterLimit')(data),
antialiasing = m_this.style.get('antialiasing')(data) || 0,
uniformFunc = m_this.style.get('uniformLine'), uniformVal, uniform,
drop, skipped,
order = m_this.featureVertices(), orderk0,
orderLen = order.length,
// webgl buffers; see _init for details
Expand Down Expand Up @@ -216,10 +217,11 @@ var webgl_lineFeature = function (arg) {
position = transform.transformCoordinates(target_gcs, map_gcs, position, 3);
m_origin = new Float32Array(m_this.style.get('origin')(position));
if (m_origin[0] || m_origin[1] || m_origin[2]) {
const o0 = m_origin[0], o1 = m_origin[1], o2 = m_origin[2];
for (i = 0; i < position.length; i += 3) {
position[i] -= m_origin[0];
position[i + 1] -= m_origin[1];
position[i + 2] -= m_origin[2];
position[i] -= o0;
position[i + 1] -= o1;
position[i + 2] -= o2;
}
}
m_modelViewUniform.setOrigin(m_origin);
Expand Down Expand Up @@ -265,11 +267,12 @@ var webgl_lineFeature = function (arg) {
continue;
}
uniform = uniformVal === undefined ? uniformFunc(lineItem, i) : uniformVal;
drop = uniform === 'drop';
d = data[i];
closedVal = closed[i];
firstPosIdx3 = posIdx3;
maxj = lineItem.length + (closedVal === 2 ? 1 : 0);
let skipped = 0;
skipped = 0;
for (j = 0; j < maxj; j += 1, posIdx3 += 3) {
lidx = j;
if (j === lineItem.length) {
Expand Down Expand Up @@ -330,14 +333,14 @@ var webgl_lineFeature = function (arg) {
}

if (j) {
if (uniform === 'drop' && j > 1 && position[vert[0].pos] === position[vert[1].pos] && position[vert[0].pos + 1] === position[vert[1].pos + 1]) {
if (drop && j > 1 && position[vert[0].pos] === position[vert[1].pos] && position[vert[0].pos + 1] === position[vert[1].pos + 1]) {
skipped += 1;
continue;
}
/* zero out the z position. This can be changed if we handle it in
* the shader. */
for (k = 0; k < orderLen; k += 1, dest += 1, dest3 += 3) {
if (uniform === 'drop' && vert[0].strokeOpacity <= 0 && vert[1].strokeOpacity <= 0) {
if (drop && vert[0].strokeOpacity <= 0 && vert[1].strokeOpacity <= 0) {
strokeOpacityBuf[dest] = -1;
continue;
}
Expand Down