TrilogisIT / WorldWind_Android

WorldWind Library and Example code for the Android framework.
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Rendering not working correctly at high levels... #10

Open adanecito opened 9 years ago

adanecito commented 9 years ago

Hi, I noticed that the rendering for the tiles for icube landsat layer does not render correctly when you zoom in close. I am using Nexus 7 and my LG G2. The nexus 7 is using 5.1.1 of android and the G2 is using 5.0.2 of android. Otherwise it looks good. The images in file cache for those levels look good. Maybe applyinternaltransform is getting bad matrix data or something else. Seems like you all might have seen this before and have a solution.

Thanks, -Tony

ndorigatti commented 9 years ago

Hi, unfortunately from your feedback is not enough for us to check and understand the problem. I did not use icube landsat too much since we use WMS or different layers for high resolution images when close to the terrain (and that is what i would advice you to use). Anyway, I have a Nexus7 (2012) version with 5.1.1 and no issues here, but I have a customized version (fao branch) with custom data (which cannot be public).

Please be more specific and put some pictures of the errors (how much is "close" your zoom? can you get the level?) Do you see any error in the code, if so provide the logs.

And more important, which branch are you using in your code?

adanecito commented 9 years ago

Thanks ndorigatti. I really like what was done but the issue I mentioned is really a problem for me. Here is the info (I left on WWJ Android Forum)

Ok I understand, Here are the steps:

  1. I downloaded the apk Inside the zip from the git: https://github.com/TrilogisIT/WorldW...ree/fao-master
  2. I took the WorldWind3.apk and installed it on both my LG G2 and Nexus 7 devices
  3. I started up the app
  4. I went to the layers list box and selected (checkbox) "-icubed Landsat" layer
  5. I said "ok" and got back to the view showing now the layer selected
  6. I zoomed in and at one point the screen started showing what looked like broken tiles. I have included a screenshot.

Sorry File upload failed. I will add url instead. http://www.myuniportal.com/trigolisbrokentiles.jpg

I will also update the git issue.

Addtionally I ported the git source to Android Studio and noticed when this happens the CPU (From a few % to over 40%) and Memory (Max 60M go way high and looks like the app is Oscillating. Kind of like a closed loop when it hits a resonant frequency. I do not know what level that is since I took the apk from fao and it does not display the level. I do have a layer I was working on in development and it has the same issue around level12-13 of a 16 level source.

Regards, -Tony

adanecito commented 9 years ago

Forgot to say the memory I am talking about is the heap.

-Tony

adanecito commented 9 years ago

Ok, I did some more investigation and discovered that if I am at say level 14 and do a side swipe gesture for some reason instead of just tiles at that level I am noticing tiles from level 1-10 or more are being added. Why is that? That would cause an increase of memory usage and CPU. If I run WWJ for the desktop I noticed as expected only a tile or two is added for that level only. So what determines what level tiles are added in the first place? I am assuming there is a listener somewhere that senses the gestures and does that also determine the current level?

adanecito commented 9 years ago

Hi All, I replaced the create subtiles code with another version from desktop code and I was fine with CPU/Memory issues. With that fixed I still get the initial tile rendering issue. I am getting a error about getSurfaceGeometry.size() being less than 1 in the doRender() code. That was when I am getting level 14 tiles to be rendered. Not sure what that means but I am hoping it has something to do with the issue or the rendering.

Regards, -Tony