- User Since
- Sep 8 2015, 2:26 PM (84 w, 6 d)
Dec 17 2016
I don't see the big advantage of this approach. Both approaches have their advantages and disadvantages: For the inverted approach you have flicker for coast- and sea areas (which looks equally bad and odd to me). Implementing the inverted approach will have a slight performance advantage if we don't manage the background color in a more sophisticated way. Implementing the inverted approach means on the other side that we have to develop a special dedicated plugin that will paint the pole caps blue - to avoid landmass-white circular polecaps beyond +/-85 degs latitude.
Dec 11 2016
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Dec 2 2016
I've tested you patch and the only thing left to complete this task seems to be the compilation warning above. Apart from that it looks great.
Sorry, still a nitpick: during compilation I get this:
Nice, still some minor nitpicks.
Dec 1 2016
Nice start :-) I guess that's a successful liftoff for our rocket!
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Nov 23 2016
I've taken the low-hanging fruit:
So I benchmarked the Mercator projection on my desktop PC. AbstractProjection::geoCoordinates() uses MarbleMath::gd() while AbstractProjection::screenCoordinates() uses its inverse MarbleMath::gdInv().
Since screenCoordinates is used by far most of the time we put our focus on gdInv:
Nov 22 2016
Implemented and merged.
Nov 21 2016
Nov 19 2016
Currently the house numbers are drawn as part of the building rendering. This results in expensive pen/brush/state changes and should be avoided.
Nov 15 2016
- Stars should be sorted on Startup by Magnitude
- Stars should be painted in batches by magnitude (and color).
- There should be a cut-off magnitude that is lower on mobile devices than on the desktop where the whole magnitude range is displayed.
Nov 14 2016
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Nov 10 2016
Looks good to me in general :) I trust you on the details :)
Nov 9 2016
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Oct 2 2016
Right now we seem to instantiate three relatively expensive texture-related objects
Sep 15 2016
Q1: Error/out-of-bounds handling?
Where to handle bad input data, like out-of-bound values?
Q3: Always use Gudermannian function?