![]() ![]() ![]() You can try the new WebGL-powered features of the Maps JavaScript API right now by loading the API from the beta channel. Plus, all of these adjustments, including zoom, support floats, which means not only can you control the camera like never before, you can also do it with a high degree of precision.įor more information on `moveCamera`, see the documentation. To implement these hooks, set them to a function, which the Maps JavaScript API will execute at the appropriate time in the WebGL rendering context lifecycle. `onContextLost` is where you’ll want to clean up any state associated with pre-existing GL state, since at this point the WebGL context will have been destroyed, so it’ll be garbage. If you try to do too much here you’ll bog down both the rendering of the basemap and anything you’re trying to do with WebGL, and trust me, no one wants that. You should try to execute the minimal set of draw calls to render your scene. `onDraw` is where we actually render the map, as well as anything that you specify in this hook. `onContextRestored` is called before the map is rendered and is where you should initialize, bind, reinitialize or rebind any WebGL state, such as shaders, GL buffer objects, etc. `onRemove` is where you’ll want to destroy all intermediate objects, though it would be nice if you did it sooner. The reason to do all of that here is to ensure you don’t bog down the rendering of the map. `onAdd` is where most of your pre-processing should be done, like fetching and creating intermediate data structures to eventually pass to the overlay. To give you access to the WebGL rendering context of the map and handle any objects you want to render there, WebGL Overlay View exposes a set of five hooks into the lifecycle of the WebGL rendering context of the vector basemap. To load your map with a set tilt and rotation, you can provide a value for the `tilt` and `heading` properties when you create the map:Ĭonst webglOverlayView = new To learn more about using Map IDs and the vector map, see the documentation. It’s also strongly recommended that you enable Tilt and Rotation when you create your Map ID, otherwise your map will be constrained to the default top-down view - in short, you won’t be able to move your map in three-dimensions. ![]() To use WebGL Overlay View, you’ll need a Map ID with the vector map enabled. To learn more about WebGL, check out the documentation from the Khronos Group, the designers and maintainers of WebGL. On its own, the browser is not able to handle the heavy computation needed to render objects in 3D space, but using WebGL it is able to pass those processes off to be handled by the GPU, which is purpose built to handle such computations. ![]() WebGL is a low-level browser API, originally authored by the Mozilla Foundation, that gives you access to the rendering and processing power of the graphics processing unit (GPU) on client devices, such as mobile phones and computers, in your web apps. Today, we’re going to give you a quick overview of the new WebGL-powered features of the Maps JavaScript API, so that you have all the knowledge you need to get started creating next generation mapping experiences. ![]()
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