remove partial portal zoom level boost from code - moving complete code into a plugin
log data vs map zoom to console
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@ -66,6 +66,7 @@ window.requestData = function() {
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//we query the server as if the zoom level was this. it may not match the actual map zoom level
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var z = getPortalDataZoom();
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console.log('requesting tiles at zoom '+z+' (L'+getMinPortalLevelForZoom(z)+'+ portals), map zoom is '+map.getZoom());
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var x1 = lngToTile(bounds.getWest(), z);
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var x2 = lngToTile(bounds.getEast(), z);
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@ -245,11 +245,7 @@ window.renderLimitReached = function(ratio) {
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}
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window.getPortalDataZoom = function() {
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var mapZoom = map.getZoom();
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// modify here if we want to force portal detail level zoom above the map zoom. this can increase the
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// requests to the niantic servers so isn't done by default
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var z = mapZoom;
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var z = map.getZoom();
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// limiting the mazimum zoom level for data retrieval reduces the number of requests at high zoom levels
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// (as all portal data is retrieved at z=17, why retrieve multiple z=18 tiles when fewer z=17 would do?)
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@ -260,13 +256,6 @@ window.getPortalDataZoom = function() {
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// request zoom 15 tiles. however, there are quirks in the current data stream, where small fields aren't
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// returned by the server. using larger tiles always would amplify this issue.
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// (this is not triggered by default, as both z and mapZoom are the same)
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// if the data zoom is above the map zoom we can step back if the detail level is the same
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// with the new cache code this works rather well
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while (z > mapZoom && getMinPortalLevelForZoom(z) == getMinPortalLevelForZoom(z-1)) {
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z = z-1;
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}
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//sanity check - should never happen
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if (z < 0) z=0;
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