MaplyQuadImageLoaderBase
Objective-C
@interface MaplyQuadImageLoaderBase : MaplyQuadLoaderBase
Swift
class MaplyQuadImageLoaderBase : MaplyQuadLoaderBase
Base object for Maply Quad Image loader.
Look to the subclasses for actual functionality. This holds methods they share.
-
Set the base priority values for produced tiles.
The system will use a range of values to deal with overlaps. This is the base value.
Declaration
Objective-C
@property (nonatomic) int baseDrawPriority;
Swift
var baseDrawPriority: Int32 { get set }
-
Undocumented
Declaration
Objective-C
@property (nonatomic) int drawPriorityPerLevel
Swift
var drawPriorityPerLevel: Int32 { get set }
-
Undocumented
Declaration
Objective-C
@property (nonatomic, retain, nonnull) UIColor *color
Swift
var color: UnsafeMutablePointer<Int32> { get set }
-
Undocumented
Declaration
Objective-C
@property (nonatomic) bool zBufferWrite
Swift
var zBufferWrite: Bool { get set }
-
Undocumented
Declaration
Objective-C
@property (nonatomic) bool zBufferRead
Swift
var zBufferRead: Bool { get set }
-
Shader to use for rendering the image frames.
If not set we’ll pick the default visual shader.
Declaration
Objective-C
- (void)setShader:(MaplyShader *_Nullable)shader;
Swift
func setShader(_ shader: MaplyShader?)
-
An optional render target for this loader.
The loader can draw to a render target rather than to the screen. You use this in a multi-pass rendering setup.
Declaration
Objective-C
- (void)setRenderTarget:(MaplyRenderTarget *_Nonnull)renderTarget;
Swift
func setRenderTarget(_ renderTarget: MaplyRenderTarget)
-
In special cases we may have tiles that already have borders baked in. In that case, call this method to set both the total textures size and the number of border pixels around the outside.
By default this functionality is off.
Declaration
Objective-C
- (void)setTextureSize:(int)texSize borderSize:(int)borderSize;
Swift
func setTextureSize(_ texSize: Int32, borderSize: Int32)
-
Set the image format for internal imagery storage.
OpenGL ES offers us several image formats that are more efficient than 32 bit RGBA, but they’re not always appropriate. This property lets you choose one of them. The 16 or 8 bit ones can save a huge amount of space and will work well for some imagery, most maps, and a lot of weather overlays.
Be sure to set this at layer creation, it won’t do anything later on.
Image Format Description MaplyImageIntRGBA 32 bit RGBA with 8 bits per channel. The default. MaplyImageUShort565 16 bits with 5/6/5 for RGB and none for A. MaplyImageUShort4444 16 bits with 4 bits for each channel. MaplyImageUShort5551 16 bits with 5/5/5 bits for RGB and 1 bit for A. MaplyImageUByteRed 8 bits, where we choose the R and ignore the rest. MaplyImageUByteGreen 8 bits, where we choose the G and ignore the rest. MaplyImageUByteBlue 8 bits, where we choose the B and ignore the rest. MaplyImageUByteAlpha 8 bits, where we choose the A and ignore the rest. MaplyImageUByteRGB 8 bits, where we average RGB for the value. MaplyImage4Layer8Bit 32 bits, four channels of 8 bits each. Just like MaplyImageIntRGBA, but a warning not to do anything too clever in sampling. Declaration
Objective-C
@property (nonatomic) MaplyQuadImageFormat imageFormat;
Swift
var imageFormat: MaplyQuadImageFormat { get set }