Matt Blair

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I do see your point here. This particular usage is now significantly more complicated to write. I'm open to revising this again, we just need to figure out a solution...

Nice, thanks for the detailed notes! That looks like an improvement, I should have some time to try it out this weekend.

You'll also need to set the [interactive](https://tangrams.readthedocs.io/en/latest/Syntax-Reference/draw/#interactive) parameter to `true` for the features that you want to interact with.

This seems like a pretty good API for this feature. Indeed this would need to be an asynchronous call because the data for raster tiles can only be accessed on...

Changes partly incorporated into https://github.com/tangrams/tangram-es/pull/1335 and merged. Still haven't addressed the unused parameter warning.

Yikes, that definitely shouldn't happen. Seems like it's printing one of these for every VAO that's drawn, which is quite a lot. I believe `eglCodecCommon` is Android platform code, so...

Update: I'm able to reproduce this issue by running our Android demo app in an emulator on macOS. I used an x86 Pixel 2 API 29 (Android 10) image. The...

This isn't possible with the current OpenGL pipeline in Tangram ES. As the name "uniform" implies, it is a value that remains the same for every element in the draw...

Hello @warpedgeoid 👋 Points can be drawn in order of precedence using the [priority](https://tangrams.readthedocs.io/en/latest/Syntax-Reference/draw/#priority) parameter, which works the same in JS and ES. I might not totally understand your goal...

I see, that does change the problem. `priority` controls the visibility of icons when they collide, but doesn't change their "stacking" order. It sounds like you found a way to...