POST
|
Sorry Mohammad, I don't have too much experience with 3X, but I'll check with someone and see if there is any workaround. I suspect however that there probably won't be one unfortunately.
... View more
09-03-2019
10:57 AM
|
0
|
0
|
1462
|
POST
|
Ah, I work on the labeling and fixed this issue in another context, which I think should fix this one as well. Not sure if we plan on exposing a 4.13 pre-release yet, but I'll get back to you on that.
... View more
09-03-2019
10:53 AM
|
2
|
6
|
1564
|
POST
|
Hi Dan Lokman! Unfortunately the fix for this didn't quite make it into 4.12, but it will be there for 4.13.
... View more
08-29-2019
09:41 AM
|
1
|
8
|
1564
|
POST
|
Hi Mohammad Agus Salim. Is this in the context of trying to reduce network traffic by lowering payload sizes? FeatureLayers (in 4.X) will already make reduced precision quanitized queries when used against services that supported them. We've also since added a new more compressed pbf query format that further reduces payload sizes.
... View more
08-28-2019
04:58 PM
|
0
|
4
|
1462
|
POST
|
Hi Matthew Barr, basically it's as Robert Scheitlin, GISP has said. For more information see https://community.esri.com/thread/237519-sketch-and-measurement-graphics-not-showing-up-after-412-update. We are currently tracking this issue and working on a possible workaround for drivers that cannot be fixed.
... View more
08-23-2019
11:51 AM
|
0
|
0
|
871
|
POST
|
Hi Denis Pokotylyuk, I can't give any promises, but we are currently working on this and want to have clustering in some form by 4.14 (I.e., at feature parity with 3x). There have been some exciting server/service advancements that we want to leverage in 4.x where we can. In fact, I just got out of a meeting on this very topic. By the way, if there's anything new you'd like to see in terms of clustering, please let us know!
... View more
08-22-2019
04:59 PM
|
2
|
5
|
1969
|
POST
|
Kalyan Singh Rathore for VectorTileLayers, are you running into this issue in 4.12? If so, on which basemaps? I know we had this limitation in 4.11, but I believe some work was done to remove it in 4.12.
... View more
08-21-2019
09:26 AM
|
1
|
0
|
968
|
POST
|
Hi Kalyan Singh Rathore. We're aware of this issue and are currently working to improve the visual quality and rendering performance for these types of raster basemaps, however, I'm not sure if this will be done in time for next release. This visual issue is exasperated when the `devicePixelRatio` for a given device is not 1. For now, we recommend using vector basemaps that should not suffer from this problem.
... View more
08-20-2019
04:35 PM
|
0
|
2
|
968
|
POST
|
David Tshamussa if you are still experiencing issues, this may be related to Sketch and measurement graphics not showing up after 4.12 update. Do you know what graphics card your machine is using?
... View more
08-12-2019
03:37 PM
|
0
|
0
|
378
|
POST
|
Hi Shakil Choudhury, do you know what graphics card your machine is using? This seems related to https://community.esri.com/thread/237519-sketch-and-measurement-graphics-not-showing-up-after-412-update
... View more
08-12-2019
03:34 PM
|
0
|
0
|
674
|
POST
|
Hi everyone, just wanted to give another update on this. After looking at a machine with an Intel HD 3000 graphics exhibiting the same issue, we were able to narrow down the problem as relating to texture lookups. The specific 4.12 change that caused this rendering issue was a 2D engine-level performance enhancement to speed up pushing attribute changes (as mentioned earlier). Basically we encode binary flags into the red channel of a texture, and then decode this on the GPU to drive visibility, filters, and effects. As part of this, we were able to normalize the way we send per-feature data to the GPU, allowing multiple vertices to reuse the same texture data.This is both faster for us to update, as well as alleviates how much GPU memory each vertex requires. Related to this graphic visibility issue, we noticed a similar problem for FeatureLayers where inaccuracies in the decoding process on our device was causing `FeatureFilter` and `FeatureEffect` to corrupt each other. At least for the specific device we have access to, it appears that sampler precision specifiers are being ignored. This does not appear to be in compliance with the OpenGL ES Specification which stipulates that these specifiers should drive the precision of the result of `texture2D` (see section 8 of the OpenGL ES 1.0 Specification). This causes the bit flags to be decoded incorrectly. If possible, we recommend updating graphics drivers, but we are currently working on a driver mitigation workaround that should prevent hard failures like visible features/graphics becoming invisible.
... View more
08-12-2019
03:29 PM
|
6
|
0
|
2102
|
POST
|
FYI, we recently added a client-side FeatureFilter which provides a fast way of hiding/showing features based on an attribute.
... View more
07-30-2019
01:55 PM
|
0
|
0
|
2235
|
POST
|
Roel Garcia maybe a FeatureFilter would fit your use case? Example usage here: https://developers.arcgis.com/javascript/latest/sample-code/featurefilter-attributes/index.html
... View more
07-30-2019
01:50 PM
|
0
|
0
|
1513
|
POST
|
Thanks everyone for the feedback. We'll update you when we have more information. Currently we're in the process of getting access to a device with the issue. As ntpc iland mentioned, it may be a good idea to try updating the graphics drivers on the affected machines and see if this fixes the problem.
... View more
07-30-2019
01:42 PM
|
0
|
1
|
2102
|
POST
|
For those who are experiencing this problem, do FeatureLayers also suffer from the same issue? Or is this issue just with sketch/graphics? To give a little insight into this issue, in both 2D and 3D we use WebGL to do all of the rendering, however due to the different nature of the rendering requirements, these code execution paths are different. For 2D we recently added support for fast-attribute updates, which allows for quickly changing things like the valueExpression of a visualVariable, and as a result of this change, visibility, filters, effects, and other per-feature/graphic attributes also now go through this faster code path. We have several fallbacks for when devices do not support certain features (like SharedArrayBuffer or the WebGL floating point textures extension), however sometimes these fallbacks are not enough when we encounter driver related issues. We'll need to do a little digging to see where the problem lies.
... View more
07-29-2019
10:29 PM
|
2
|
5
|
2102
|
Title | Kudos | Posted |
---|---|---|
2 | 03-25-2024 12:13 PM | |
1 | 03-08-2024 10:39 AM | |
1 | 06-21-2023 10:14 AM | |
1 | 06-23-2022 05:42 PM | |
1 | 03-25-2022 11:20 AM |
Online Status |
Offline
|
Date Last Visited |
07-01-2024
06:49 PM
|