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Introducing Mapbox GL

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11–20 of 44 posts

Re: Introducing Mapbox GL

#13

I've wanted to write a GLES 2 map renderer for ages -- ever since I saw that the Apple Maps app on iOS uses MSAA for antialiasing (yuck!). It's funny to see all the usual 2D suspects in the source (clipper, GLU tessellator). They used a distance-based edge shader for antialiasing, so it should look much better than MSAA. I'm not sure why there's a bias factor of 2 in the "raster" fragment shader -- looks like it migh…

> I'm not sure why there's a bias factor of 2 in the "raster" fragment shader -- looks like it might have been added by accident.

Yes, that was an accident. Thanks for noticing! We definitely have a lot of information to share about the process. Regarding clipping, we're not sure yet whether what we have right now is the best thing; there will certainly be improvements in that area.

Re: Introducing Mapbox GL

#15

Hard coded compiler version? Could not find compiler set in environment variable CC: gcc-4.8. I'm running gcc-4.9. I got it working by doing: ln -s /usr/bin/gcc ~/bin/gcc-4.8 ln -s /usr/bin/g++ ~/bin/g++-4.8 I'm not saying this is good practice, but it works. Also need to make sure python means python2.

Thanks for noting these issues. I've made a note about Python 2.x in the readme (https://github.com/mapbox/mapbox-gl-native/commit/ae7e3de61c...). As far as the compiler, g++-4.9 is fine to use. If you hit an error with it could you share the details in an issue? https://github.com/mapbox/mapbox-gl-native/issues

Re: Introducing Mapbox GL

#16
Well, damn. I just spent five months writing a GLES iOS renderer for mapnik-vector-tiles as a master thesis project.

I said, "as far as we know, nothing like this has ever been done before". Good thing the presentation was last week I guess...

Re: Introducing Mapbox GL

#17
post #3

This is really cool. It seems that instead of using mipmaps to generate a map, they are using a combination of curves and 2D shapes. This is very smart since the data is not only more compact but can also be visualised in a very fluid manner. The bottleneck is now the GPU instead of the data connection. Give me the ability to download a city's map on Android and I'm dropping google maps like a brick.

Yes, the data is fairly compact. Data for the entire world enough for rendering to zoom level 18 generally comes in under 35GB (give or take 10 GB depending on what features you need). If you need to got to zoom levels approaching ~18 then there is no way to do this with image tiles. Vector tiles are the more efficient way. More details on the encoding at https://github.com/mapbox/vector-tile-spec and the encoder at https://github.com/mapbox/mapnik-vector-tile

Re: Introducing Mapbox GL

#18
post #5
post #4

I played around with the demo map and the scrolling was indeed super quick, along with zoom level changes. If they could do the same thing with WebGL so that we'd have vector maps in the browser (like Google maps) that would be awesome. The competition would be good for everyone.

If you're talking about the demo map in the blog post, you just played with the WebGL version :)

I'm confused, is there a WebGL version of the framework as well? It would be really great to have that!

Re: Introducing Mapbox GL

#20
post #5
post #4

I played around with the demo map and the scrolling was indeed super quick, along with zoom level changes. If they could do the same thing with WebGL so that we'd have vector maps in the browser (like Google maps) that would be awesome. The competition would be good for everyone.

If you're talking about the demo map in the blog post, you just played with the WebGL version :)

Why dont publish the webgl version as an openstreetmap client? would be awesome
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