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 }