render queue: when using canvas-based L.Path-s, it's most efficient to draw as much as possible every time - so quick-n-dirty change to the batch limits

This commit is contained in:
Jon Atkins 2014-03-22 03:42:59 +00:00
parent 427614ccca
commit 4d72137e12

View File

@ -53,7 +53,8 @@ window.MapDataRequest = function() {
// render queue // render queue
// number of items to process in each render pass. there are pros and cons to smaller and larger values // number of items to process in each render pass. there are pros and cons to smaller and larger values
this.RENDER_BATCH_SIZE = (typeof android === 'undefined') ? 2000 : 500; // (however, if using leaflet canvas rendering, it makes sense to push as much as possible through every time)
this.RENDER_BATCH_SIZE = L.Path.CANVAS ? 1E9 : (typeof android === 'undefined') ? 2000 : 500;
// delay before repeating the render loop. this gives a better chance for user interaction // delay before repeating the render loop. this gives a better chance for user interaction
this.RENDER_PAUSE = 0.05; //50ms this.RENDER_PAUSE = 0.05; //50ms