For the next release Renderer has been effected by two changes:
- Code Moved: Some of the data structures used by rendering have been moved from main into this module
- Expression Improvements - XPath: we can finally support XPath - however performance will be different so give us feedback
- Expression Improvements - Objects: Expressions can now run against more then just Features, this means you can finally just draw normal Java Beans. We created a Data Access proposal (so renderer would know how to ask for your objects) but it was poorly received and will be removed from the 2.4 release - if you have any suggestions on how we can make this kind of functionality available to you please speak up. Right now you can make a layer with just a Collection of Objects (no fancy query supper without DataAccess)
There are also tips and tricks that should be noted:
- you will need at least one epsg-xxxxx jar before anything will draw
If you are a volunteer we could use help improving the following:
- Patches - found a bug got a fix? Send it our way
- TestCases - found a bug? Prove it! Send us the test case
- Issue Reports - got a request? Please add it to the issue tracker or show up at a weekly meeting
The module maintainer will take care of assigning these issues to developers:
When considering this functionality we will look at the following for inspiration/naming:
- Web Map Context - this specification is limited to WMS Layers but does contain useful suggestions
- OWS Context - this specification is a better fit (supporting WMS, WFS, WCS) and has some measure of extensibility for additional resources
- uDig per Layer Rendering - the uDig project separates out the MapContext from the strategy used to render individual "layers". Each layer brings together a "resource" and a "style" and extension point is processed to choose the best renderer for the job. The approach is exactly the same as how the current StreamingRenderer delegates to the GridCoverageRenderer; the difference is the decision is not hard coded.
- uDig graphics & composition: the uDig project has a seperate interface for the backend (allowing the switch of Graphics2D, SWT). This allows layer composition methods to be tried (JAI vs a for loop vs drawing onto textures rendererd by JOGL).