remove the 'hack' that ignored portals below the selected level limit - not needed now Niantic have fixed the mission portal issue
increase the number of items rendered in the render queue batches - should make IITC render a bit faster, especially now that the portals have gone and instead there's a fair amount of duplicate data from links/fields across multiple data tiles
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@ -57,7 +57,7 @@ window.MapDataRequest = function() {
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// render queue
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// number of items to process in each render pass. there are pros and cons to smaller and larger values
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// (however, if using leaflet canvas rendering, it makes sense to push as much as possible through every time)
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this.RENDER_BATCH_SIZE = L.Path.CANVAS ? 1E9 : 500;
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this.RENDER_BATCH_SIZE = L.Path.CANVAS ? 1E9 : 1500;
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// delay before repeating the render loop. this gives a better chance for user interaction
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this.RENDER_PAUSE = (typeof android === 'undefined') ? 0.1 : 0.2; //100ms desktop, 200ms mobile
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@ -233,7 +233,7 @@ window.MapDataRequest.prototype.refresh = function() {
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this.render.startRenderPass(tileParams.level, dataBounds);
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this.render.processGameEntities(artifact.getArtifactEntities(),true);
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this.render.processGameEntities(artifact.getArtifactEntities());
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var logMessage = 'requesting data tiles at zoom '+dataZoom;
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if (tileParams.level != tileParams.maxLevel) {
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