Table of Contents

Namespace LansMap.Map.Rendering

Classes

BuiltinTileDrawEventSelector
CameraCommandBufferDrawSink
HiLoLattice

Splits an absolute normalized mercator coordinate into the coarse/fine float pair the instanced GPU layers store, so the vertex shader can subtract the anchor itself instead of the CPU baking it in at upload.

HorizonFogUniforms

Shared _FogParams/_FogColor uniform shape for every screen-space overlay shader: tiles, polylines, bulk markers, marker labels, and polygon fills all sample it through the exact same TileQuad.shader-style ApplyHorizonFog term (saturate((viewDist - start) * invRange), lerp rgb toward the fog color). One packing implementation so a map with horizon fade on fogs every flat-view layer identically instead of each layer's renderer carrying its own copy of the (start, 1/range) math to drift out of sync.

InstancedLayerBase<T>

One GPU instance buffer's upload/draw/dispose mechanics, held as a private field (composition, never a base class) by every instanced marker/label/line layer.

LansMapShaders
MapDrawCoordinator
MapDrawOrder
MapLayerStack
MapTileDrawSinkFactory
MapTileDrawSinkRegistry
TileBatchRenderer
TileInstanceBuilder

Structs

SurfaceUvMap
TileInstanceDisplacedGpu
TileInstanceGpu

Interfaces

IMapScreenSpaceOverlay
IMapTileDrawRecorder
IMapTileDrawSink

Enums

TerrainDebugViewMode
TileFilterMode

Sampling mode for a map tile texture array.