Replies: 14 comments 56 replies
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GOAL: new functionality Add elevation (z-coordinate) to geometries |
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GOAL: ??? Revamp geometry encoding. The current geometry encoding in the MVT spec is using opcodes related to 2D canvas operations to encode geometries: points are I'd like to propose an encoding based on Volodymyr Agafonkin's
My main intent with this is improve the sanity of the geometry encoding. A more immediate benefit is to enable geometry data to be dumped into GPU memory with minimal or no manipulation. Given current WebGL support, it's safe(ish) to assume that optimizations geared towards 2D canvas are not a priority at all. Also: consider providing a triangulation of polygons. |
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GOAL: smaller tiles Significantly reduce the tile size and thereby the latency for loading the tiles. |
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GOAL: faster tile processing Data encoding that supports easier zero-copy operations in many languages. Eventually comes down to the tradeoffs between:
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GOAL: new functionality Put styling information into tiles. For example, I would like to add styling for glaciers in Switzerland and for palm trees in Mallorca. At the moment, the map vector style has to handle everything so if I want to have more specialization, my style.json file just gets longer... |
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GOAL: faster tile processing Improve the decoding performance of a tile to enable a better user experience. |
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GOAL: Meta (Bikeshedding) Get rid of the word "layer". Seriously. It makes me go crazy because so many things are called "layer" these days. The concept of "layer" in current vector tiles means "theme". |
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GOAL: new feature (?) Allow querying of only specific layers of a tile based on the used style. |
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GOAL: standardize spec (?) Have an initial spec that is the current one, and improve it later on (agile style). |
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GOAL: new feature (?) Vertex Buffer supportSupport the ability to embed vertex buffers directly. When storing models in games, one technique involves to deploy them as meshes (also called vertex buffers). MVTs do not contain the vertex buffers which can just be uploaded to GPUs directly. They contain a more abstract representation. This representation is more or less equivalent to how paths are stored in SVGs. The reason for this design decision by mapbox probably was that they wanted to allow changing the rendered geometries during runtime based on the Though: I was wondering what exactly those style options are which can change the geometric shapes. Maybe we can find a better sweet spot between performance and abstract representation of geometries. |
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GOAL: new feature Allow features with no geometryRight now, MVT doesn't support null geometry features, they are just not encoded. But there are some common grids where the geometry is represented by a compact value (H3, S2, geohash...) and the geometry could be generated client side, lowering the tile payload. Clientside we can use |
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GOAL: new feature Add support for array and/or json propertiesSometimes you just want to encode
Because you want to play with filtering and styling client side. As of today the only way to do so is serialization/deserialization which severely hits performance. |
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GOAL: new feature MetadataAdd support for metadata per tile, with both schema-bond and schema-less areas. This way the attribution, licensing, date, link to the recommended style.json, etc. might be watermarked in the tile instead of being optional parameters in the declaration of the source. The schema-less area would be open for custom payload that would be accessible client side |
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GOAL: simplify tile generation and processing, possibly reduce size Storing unclipped geometries in vector tiles without merge issues or duplicates
Pros
Cons
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This is a place to discuss the next generation of vector map tile specification, and the goals we are trying to achieve with it.
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to submit a new goal -- One goal per post please. Start with the "why" -- what's the goal of your proposal?Beta Was this translation helpful? Give feedback.
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