Closed paths with binary attributes and PathLayer
See original GitHub issueHi all, I was experimenting with switching my non-binary PolygonLayer
’s over to using the binary PathLayer
option with the _pathType
property. I do see that property is still experimental so perhaps what I’m experiencing are already known issues…
Deck Version: 8.0.16 OS: Windows 10 Graphics Card: NVIDIA NVS 510 Browser: Chrome
With that said, I’m using the PathLayer
to create a closed (i.e., last vertices same as first) polygon outline but am getting unexpected results when using the _pathType
property.
Unless I’m mistaken, I’m assuming that if I set the _pathType
to loop
the path should be completely closed so long as I close the path. However, what I am seeing is a gap in the path; like it’s missing a small segment to close it.
If I set the _pathType
to null then the path closes without issue. However, based on the docs this suggests I will miss out on gaining the full performance benefit of using the binary option as normalization won’t be skipped when _pathType
is null.
I assume I am misunderstanding the _pathType
options? Any clarification would be helpful…
Additionally, when I use a binary PathLayer
on a decent size dataset (~1100 polygons with 120 point vertices) I get a spider web effect where the paths go all haywire. If I break up the data into smaller chunks (i.e., multiple binary PathLayer
layers) or use a single non-binary PolygonLayer
the spider web effect goes away.
Is there a limit to the number of vertices you can have in a binary PathLayer
? If so, any recommendation on the size (i.e., number of vertices) to limit layers to?
Issue Analytics
- State:
- Created 4 years ago
- Comments:7
Top GitHub Comments
Are you using a Uint16Array as
startIndices
? Uint16’s max value is 65535.face palm… That was it… Simply changing the
startIndices
typed array from Uint16 to Uint32 resolved the spider-web effect. I no longer have to chunk my dataset.