Awesome work, but you're missing OpenStreetMap attribution since you're using OSM data
Valid point, will add an attribution control shortly.
Mapbox GL for the Web
21–30 of 40 posts
Re: Mapbox GL for the Web
#22Just this mean, we can style a raw vector map from mapbox without applying styles? I'm not able currently style maps with a huge number of point on vector mapbox due to the tile processing limit. I am able to host the vector file though. Being able to directly style raw vector files on the client really opens the doors to a realm of possibilities.
Re: Mapbox GL for the Web
#23Earlier quoted context omitted.
Valid point, will add an attribution control shortly.
Considering Mapbox's history of slight misunderstandings with the Openstreetman community, I would have thought that the touchy subject of attribution would have been dealt with more carefully...
Re: Mapbox GL for the Web
#24Re: Mapbox GL for the Web
#25Earlier quoted context omitted.
Valid point, will add an attribution control shortly.
Considering Mapbox's history of slight misunderstandings with the Openstreetman community, I would have thought that the touchy subject of attribution would have been dealt with more carefully...
Re: Mapbox GL for the Web
#26Vladimir amazing work! Just this mean, we can style a raw vector map from mapbox without applying styles? I'm not able currently style maps with a huge number of point on vector mapbox due to the tile processing limit. I am able to host the vector file though. Being able to directly style raw vector files on the client really opens the doors to a realm of possibilities.
Note that Mapbox GL is a collaborative effort of a big talented team — a lot of people worked on this, I'm only a minor part.
Re: Mapbox GL for the Web
#27Is the server library for producing the protobuf data from PostgreSQL/PostGis/Osm open source ? This is this lib ? https://github.com/mapbox/vector-tile-spec Using this spec ? https://github.com/mapbox/vector-tile-spec
Re: Mapbox GL for the Web
#28I'd love to hear a bit more about how you handle thick lines and anti-aliasing in WebGL. Currently my approach is to make the line a little thicker and then apply the anti-aliasing in the frag shader. Similar to GPU Gems "Fast Prefiltered Lines." But it gets tricky with end caps, round joins, etc.
We did a blog post on it: https://www.mapbox.com/blog/drawing-antialiased-lines/
Re: Mapbox GL for the Web
#29Earlier quoted context omitted.
Considering Mapbox's history of slight misunderstandings with the Openstreetman community, I would have thought that the touchy subject of attribution would have been dealt with more carefully...
Out of total curiosity, can you expand on these "slight misunderstandings"?
Re: Mapbox GL for the Web
#30Earlier quoted context omitted.
Considering Mapbox's history of slight misunderstandings with the Openstreetman community, I would have thought that the touchy subject of attribution would have been dealt with more carefully...
Sorry, we focused so much on the underlying tech challenges and getting this out in the open as fast as possible that we slipped some presentation details. Fixing today.