Nick Peihl

Results 29 comments of Nick Peihl

Oh OK. Sounds good to me then.

I sort of got it working tonight. Still lots to do. But it's exciting progress! It loaded a 24MB building footprints file in seconds! Anyone know how to make screenshot...

I don't have my work with me right now, but the basics are using `L.tileLayer.cavas` and drawing each feature on the canvas. My code is a mish-mash of [this](https://github.com/mapbox/geojson-vt/blob/master/debug/viz.js#L111-L136) and...

OK. I've pushed a proof of concept [here](https://github.com/npeihl/dropchop/tree/ab9cfc4bed080161752c3102e886db1dcfc2b2d8). Feel free to play around with it. Lots of things are borked as I said earlier. But it does render the vector...

In preparation for my upcoming talk at the [February 2016 meeting](http://cugos.org/meetings/2016/02/17/cugos_monthly/) I've been revisiting this work on a [new branch](https://github.com/cugos/dropchop/tree/mapbox-gl) that proposes migrating Dropchop from Mapbox.js to Mapbox-GL-JS. Mapbox-GL-JS uses...

Speculating here with some pseudocode. Maybe make each piece modular like ``` module.exports = function() { ... return someInitFunction } ``` Then in `dropchop.js` ``` var map = require('./dropchop.map') ......

@wboykinm I don't think so. You could probably add each of the turf modules to [this array](https://github.com/cugos/dropchop/blob/master/gulpfile.js#L45) instead of the main turf library. It's worth a try since this issue...

@mapsam: Do you have any references or links to the type of architecture design used in dropchop? I'm not familiar with this style of application architecture.

Whoa! That's awesome @mapsam!

I wonder if this should include changing the color for the mouse coordinates and attribution overlays as well? We should probably make it consistent.