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## Developer Log
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- [Developer Log](./log00-logs.md)
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- [Log 01 - WebGPU Stencil](./log01-stencil.md)
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- [Log 02 - WASM Shared Memory](./log02-wasm-shared-memory.md)
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- [Log 03 - WASM Bundle Size](./log03-wgpu-wasm-size.md)
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- [Log 04 - Compiling for Apple](./log04-winit-apple.md)
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I'm regularly releasing blog posts [on my blog](http://localhost:1313/categories/mapr/).
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## Appendix
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# Appendix
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## Challenges:
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* Accuracy of floating point numbers is very bad for big world view coordinates ([Plot](https://en.wikipedia.org/wiki/IEEE_754#/media/File:IEEE754.svg))
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* Accuracy of floating point numbers is very bad for big world view
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coordinates ([Plot](https://en.wikipedia.org/wiki/IEEE_754#/media/File:IEEE754.svg))
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* [Perils of World Space](https://paroj.github.io/gltut/Positioning/Tut07%20The%20Perils%20of%20World%20Space.html)
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### Create paths for tesselating streets
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Streets can have unusual shaped like shown [here](https://www.google.de/maps/@48.1353883,11.5717232,19z) in Munich. OSM
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does not offer such data and therefore just renders an ordinary street contour like
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shown [here](https://www.openstreetmap.org/query?lat=48.13533&lon=11.57143).
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Because the data is probably not available this is a very hard challenge.
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## Future Ideas
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* Use [rust-gpu](https://github.com/EmbarkStudios/rust-gpu) as shading language
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## Debugging Rendering
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For WebGL there is SpectorJS is enabled by default right now. For debugging on a desktop environment you can use
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Projects:
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* [earcutr](https://github.com/donbright/earcutr)
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* [Line Tesselation in MapLibre](https://github.com/maplibre/maplibre-gl-js/blob/main/src/data/bucket/line_bucket.ts)
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## Render Graphs
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# Developer Logs
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# Log 01 - Stencil Buffer Layout
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The stencil buffer is setup according to the following diagram:
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# Chapter 1
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# Chapter 1
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# Chapter 1
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