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I'm trying to make an animated map from animal tracking data, and I'm not happy with the results I'm getting from TripLayer. I was wondering if there's anything I can do to improve it, or if there's a way DeckGL itself can be improved.
The data is messier than I originally imagined. An animal walks around and around within a limited area for up to 24 hours, then suddenly heads off to a new place, traveling a long distance in a short time.
When I map the animal's path, I end up with messy clusters/bundles connected by long paths, like this:
When I'm zoomed in close to a cluster, the trip animation looks nice:
But I want to show the entire trip. At the higher zoom levels necessary to show the entire path, TripLayer gets very wonky. The animations looks good over the long segments ... but when it reaches one of these close clusters of points, it breaks down into a cascade of shimmery slivers, almost like the Star Trek transporter effect.
This screen capture used a value of widthMinPixels: 16. When the trip reaches these bundles, I would expect the head of the animated path to be a 16px circle jigging around, but as I mentioned above, it becomes a cascade of slivers presumably because of the overlapping paths and myriad of angles.
Also, I have noticed that the shimmering slivers often begin to appear at the next bundle before the TripLayer actually gets there. This seems similar to #7975, where the author wrote The path after the next coordinate is semi-rendered before the path actually arrives at that coordinate.
The following video shows some of those "semi-rendered" path slivers appearing at bundles ahead of the TripLayer.
I have tried changing capRounded, jointRounded, and miterLimit, with no improvement. Lengthening the trail helps somewhat, but doesn't really resolve it.
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I'm trying to make an animated map from animal tracking data, and I'm not happy with the results I'm getting from TripLayer. I was wondering if there's anything I can do to improve it, or if there's a way DeckGL itself can be improved.
The data is messier than I originally imagined. An animal walks around and around within a limited area for up to 24 hours, then suddenly heads off to a new place, traveling a long distance in a short time.
When I map the animal's path, I end up with messy clusters/bundles connected by long paths, like this:
When I'm zoomed in close to a cluster, the trip animation looks nice:
Tracking.animals.in.Forest.Park.Mozilla.Firefox.2024-04-09.17-02-33.mp4
But I want to show the entire trip. At the higher zoom levels necessary to show the entire path, TripLayer gets very wonky. The animations looks good over the long segments ... but when it reaches one of these close clusters of points, it breaks down into a cascade of shimmery slivers, almost like the Star Trek transporter effect.
Tracking.animals.in.Forest.Park.Mozilla.Firefox.2024-04-09.17-21-48.mp4
This screen capture used a value of
widthMinPixels: 16
. When the trip reaches these bundles, I would expect the head of the animated path to be a 16px circle jigging around, but as I mentioned above, it becomes a cascade of slivers presumably because of the overlapping paths and myriad of angles.Also, I have noticed that the shimmering slivers often begin to appear at the next bundle before the TripLayer actually gets there. This seems similar to #7975, where the author wrote
The path after the next coordinate is semi-rendered before the path actually arrives at that coordinate.
The following video shows some of those "semi-rendered" path slivers appearing at bundles ahead of the TripLayer.
The.journey.of.Silver.the.coyote.Mozilla.Firefox.2024-04-10.13-53-11.mp4
I have tried changing
capRounded
,jointRounded
, andmiterLimit
, with no improvement. Lengthening the trail helps somewhat, but doesn't really resolve it.Any ideas what can be done?
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