Struct MarkerInstanceHiLoGpu
public struct MarkerInstanceHiLoGpu
- Inherited Members
Fields
AltMerc
Height above the ground in normalized mercator units.
public float AltMerc
Field Value
ColorRgba
Fill color, RGBA one byte per channel, red in the high byte.
public uint ColorRgba
Field Value
Mode
Size mode, shape id, and the flat/SDF/disabled/ignore-zoom-range flag bits.
public uint Mode
Field Value
OutlineRgba
Outline color, RGBA one byte per channel; 0 selects the layer-wide outline color.
public uint OutlineRgba
Field Value
PosHi
Coarse half of the absolute mercator position, snapped to the PositionGrid lattice.
public Vector2 PosHi
Field Value
- Vector2
PosLo
Fine remainder of the absolute mercator position; magnitude below one PositionGrid step.
public Vector2 PosLo
Field Value
- Vector2
PositionGrid
Steps per world that PosHi is snapped to. One step is about 38 m at the equator.
public const double PositionGrid = 1048576
Field Value
RotationDeg
Shape rotation, degrees; see RotationDeg for direction. 0 is unrotated.
public float RotationDeg
Field Value
SizeParam
Screen px or ground meters depending on the size mode packed into Mode; 0 hides the marker.
public float SizeParam
Field Value
StemColorRgba
Stem color, RGBA one byte per channel; 0 selects the layer-wide stem color.
public uint StemColorRgba
Field Value
StemWidthPx
Stem width in screen px; 0 selects the layer-wide stem width.
public float StemWidthPx
Field Value
Stride
Byte size of one instance, the stride of the buffer the marker shader reads.
public const int Stride = 48
Field Value
Methods
Split(double, out float, out float)
Splits one absolute normalized mercator coordinate into the hi/lo pair this struct stores.
public static void Split(double mercator, out float hi, out float lo)
Parameters
mercatordoubleAbsolute normalized mercator coordinate, one world spanning 0 to 1.
hifloatCoarse half, snapped down to the PositionGrid lattice.
lofloatFine remainder, at or above 0 and below one grid step.
Remarks
Both halves must come from this one method, positions and anchor alike: the shader's exact-subtraction property holds only while every hi it sees sits on the same lattice.