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GL respects three-dimensional space only within the context of a layer: if I draw two extrusions on two layers, one will render in front of the other regardless of my camera angle.
In 2D maps, layer order was a handy heuristic for z-order, as there'd be no way for the camera to "peer around" the top layer. This is no longer true with the added dimension, and we may need a new way to define and draw what's in front.
GL respects feature opacity only between layers: if I draw two translucent extrusions in the same layer, I cannot see through one to the other. Extrusions within each layer are treated as opaque to one another. It's my understanding that this might be a temporary technical limitation, though.
The text was updated successfully, but these errors were encountered:
lucaswoj
changed the title
Resolving multiple layers in 3D space
Fix z-ordering of extruded features across style layers
Oct 17, 2016
lucaswoj
changed the title
Fix z-ordering of extruded features across style layers
Fix z-ordering of extruded features across multiple style layers
Oct 17, 2016
These are currently true, for extrusions in GL:
GL respects three-dimensional space only within the context of a layer: if I draw two extrusions on two layers, one will render in front of the other regardless of my camera angle.
In 2D maps, layer order was a handy heuristic for z-order, as there'd be no way for the camera to "peer around" the top layer. This is no longer true with the added dimension, and we may need a new way to define and draw what's in front.
GL respects feature opacity only between layers: if I draw two translucent extrusions in the same layer, I cannot see through one to the other. Extrusions within each layer are treated as opaque to one another. It's my understanding that this might be a temporary technical limitation, though.
The text was updated successfully, but these errors were encountered: