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Refactor layers rendering (#1120)
* feat: render states - use global fn * feat: render states - separate pole detection from layer render * feat: render provinces * chore: unify drawFillWithGap * refactor: drawIce * refactor: drawBorders * refactor: drawHeightmap * refactor: drawTemperature * refactor: drawBiomes * refactor: drawPrec * refactor: drawPrecipitation * refactor: drawPopulation * refactor: drawCells * refactor: geColor * refactor: drawMarkers * refactor: drawScaleBar * refactor: drawScaleBar * refactor: drawMilitary * refactor: pump version to 1.104.00 * refactor: pump version to 1.104.00 * refactor: drawCoastline and createDefaultRuler * refactor: drawCoastline * refactor: Features module start * refactor: features - define distance fields * feat: drawFeatures * feat: drawIce don't hide * feat: detect coastline - fix issue with border feature * feat: separate labels rendering from generation process * feat: auto-update and restore layers * refactor - change layers * refactor - sort layers * fix: regenerate burgs to re-render layers * fix: getColor is not defined * fix: burgs overview - don't auto-show labels on hover * fix: redraw population on change * refactor: improve tooltip logic for burg labels and icons * chore: pump version to 1.104.0 * fefactor: edit coastline and lake * fix: minot fixes * fix: submap --------- Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
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52 changed files with 2473 additions and 2713 deletions
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@ -373,7 +373,7 @@ window.ThreeD = (function () {
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}
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// icons
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if (layerIsOn("toggleIcons")) {
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if (layerIsOn("toggleBurgIcons")) {
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const geometry = isCity ? city_icon_geometry : town_icon_geometry;
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const material = isCity ? city_icon_material : town_icon_material;
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const iconMesh = new THREE.Mesh(geometry, material);
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@ -444,6 +444,7 @@ window.ThreeD = (function () {
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const url = await getMapURL("mesh", {
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noLabels: options.labels3d,
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noWater: options.extendedWater,
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noViewbox: true,
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fullMap: true
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});
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const canvas = document.createElement("canvas");
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@ -623,7 +624,7 @@ window.ThreeD = (function () {
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material.map = texture;
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if (addMesh) addGlobe3dMesh();
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};
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img2.src = await getMapURL("mesh", {noScaleBar: true, fullMap: true});
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img2.src = await getMapURL("mesh", {noScaleBar: true, fullMap: true, noVignette: true});
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}
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function addGlobe3dMesh() {
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