data is regenerated. (Ideally screenshots would also be automated, but
that's a little trickier.)
_NOW_ regenerate all data! The only diff anywhere is the binary map
format, so there's confidence the last few commits haven't changed
anything.
just does Dijkstra's. This has a few uses:
- When you import with --skip_ch, the resulting map will still work,
just more slowly
- For congestion capping experiments, we sometimes want to route around
a zone. Regenerating the contraction hierarchy for every combination
of zone being open/closed is likely more complex and expensive than
just falling back to A* for trips that cut through at least one closed
zone.
Not regenerating yet
the API (#245), and beef up the Python example.
Impact to prebaked file size is tiny -- for lakeslice, the original
intersection_thruput is 2MB and the new traffic_signal_thruput is 435KB.
[rebuild]
* Complete wasm backend memory mgmt, extract common glow code
Similar to 3e8d2d7d, but for the wasm backend.
Also takes a pass at consolidating some of the common code between the
glow-native and glow-wasm backends. At this point, the backends just
diverge in their window handling, and the data types of their OpenGL
data types (e.g. vertex_buffer.id is WebBufferId vs. uint32 on native)
* glow impls share prerender innards
* coalesce vertex/buffer types
* minimize diff
* clarify module naming
Without this change, the screen was blank when using the glow backend on macos.
Some debugging traced it down to the shader attribute configuration.
@dabreegster suggested trying to declare a newer version of the shader
language which supports the syntax for explicit attribute layout, which
fixed it.
Specifically, before this commit, this diff was interesting on macos:
diff --git a/ezgui/src/backend_glow.rs b/ezgui/src/backend_glow.rs
index 2046bccd..f834a4fa 100644
--- a/ezgui/src/backend_glow.rs
+++ b/ezgui/src/backend_glow.rs
@@ -244,31 +244,7 @@ impl PrerenderInnards {
glow::FLOAT,
false,
stride,
- // WTF: this offset seems correct, but on macos (OpenGL 4.1)
- // a blank screen is rendered.
- //
- // To debug, I've hardcoded a color assignment in the fragment shader.
- //
- // What's fascinating is that, even if we don't use this second "style"
- // input for anything, the mere act of passing it in with the expected
- // offset causes all the geometries to not be visible.
- //
- // That is:
- // - with a hardcoded color in the fragment shader
- // - set offset `0` here (which is surely wrong?)
- // - I can see the correct shapes with my hardcoded color
- //
- // - with a hardcoded color in the fragment shader
- // - set offset `2*size_of(f32)` here (which should be right)
- // - I'd expect to see the correct shapes with my hardcoded color
- // - But instead I can no longer see any shapes on the screen
- //
- // So it seems like something about setting the offset on this second attribute
- // configuration is corrupting our vertex data, even if we never read from that
- // attribute data.
- //
- // 2 * std::mem::size_of::<f32>() as i32,
- 0
+ 2 * std::mem::size_of::<f32>() as i32,
);
new trips, then seeing the impact they'll have on the normal weekday
scenario. So how much externality would be caused by a bunch of new
trips if some building is built?
Demo showing the whole flow: https://youtu.be/adpED0KGQ7Q. Why do those
few trips at the beginning impact some later trips so much? Who knows.
Likely parking spots get gobbled up.
a zone per hour. This is part of support for some kind of congestion
charging experiments. This step just rearranges the data to define the
cap and makes a UI to edit it. Not enforcing the cap yet.
- Need to draw a background underneath the curved text
- Sometimes the text is "upside-down" relative to what's expected; we
should be able to reverse the polyline sometimes to deal with that. But
when?
one of the outbound roads. This was motivated by one particular example
in downtown, and per screenshot tests, doesn't have regressions
elsewhere. Also improves a few cases in montlake.