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Copy file name to clipboardExpand all lines: articles/azure-functions/functions-host-json.md
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@@ -392,7 +392,7 @@ Controls the logging behaviors of the function app, including Application Insigh
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|Property |Default | Description |
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|---------|---------|---------|
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|fileLoggingMode|debugOnly|Determines the file logging behavior when running in Azure. Options are `never`, `always`, and `debugOnly`. This setting isn't used when running locally. When possible, you should use Application Insights when debugging your functions in Azure. Using `always` negatively impacts your app's cold start behavior and data throughput. The default `debguOnly` setting generates log files when you are debugging using the Azure portal. |
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|fileLoggingMode|debugOnly|Determines the file logging behavior when running in Azure. Options are `never`, `always`, and `debugOnly`. This setting isn't used when running locally. When possible, you should use Application Insights when debugging your functions in Azure. Using `always` negatively impacts your app's cold start behavior and data throughput. The default `debugOnly` setting generates log files when you are debugging using the Azure portal. |
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|logLevel|n/a|Object that defines the log category filtering for functions in the app. This setting lets you filter logging for specific functions. For more information, see [Configure log levels](configure-monitoring.md#configure-log-levels). |
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|console|n/a| The [console](#console) logging setting. |
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|applicationInsights|n/a| The [applicationInsights](#applicationinsights) setting. |
Copy file name to clipboardExpand all lines: articles/azure-maps/webgl-custom-layer.md
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# Add a custom WebGL layer to a map
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The Azure Maps Web SDK supports creating custom layers
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using [WebGL][getting_started_with_webgl]. WebGL is based
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on [OpenGL ES][OpenGL ES] and enables rendering 2D and 3D
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using [WebGL]. WebGL is based
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on [OpenGL ES] and enables rendering 2D and 3D
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graphics in web browsers.
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Using WebGL, you can build high-performance interactive
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Developers can access the WebGL context of the map during
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rendering and use custom WebGL layers to integrate with other
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libraries such as [three.js][threejs] and [deck.gl][deckgl]
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libraries such as [three.js] and [deck.gl]
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to provide enriched and interactive content on the map.
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## Add a WebGL layer
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For a fully functional sample with source code, see [Simple 2D WebGL layer][Simple 2D WebGL layer] in the Azure Maps Samples.
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For a fully functional sample with source code, see [Simple 2D WebGL layer] in the Azure Maps Samples.
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The map's camera matrix is used to project spherical Mercator point to
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gl coordinates. Mercator point \[0, 0\] represents the top left corner
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`gl` coordinates. Mercator point \[0, 0\] represents the top left corner
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of the Mercator world and \[1, 1\] represents the bottom right corner.
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When the `renderingMode` is `"3d"`, the z coordinate is conformal.
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When `renderingMode` is `"3d"`, the z coordinate is conformal.
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A box with identical x, y, and z lengths in Mercator units would be
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rendered as a cube.
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## Render a 3D model
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Use a WebGL layer to render 3D models. The following example shows how
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to load a [glTF][glTF] file and render it on the map using [three.js][threejs].
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to load a [glTF] file and render it on the map using [three.js].
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You need to add the following script files.
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For a fully functional sample with source code, see [Three custom WebGL layer][Three custom WebGL layer] in the Azure Maps Samples.
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For a fully functional sample with source code, see [Three custom WebGL layer] in the Azure Maps Samples.
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The `onAdd` function loads a `.glb` file into memory and instantiates
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three.js objects such as Camera, Scene, Light, and a `THREE.WebGLRenderer`.
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[three.js] objects such as Camera, Scene, Light, and a `THREE.WebGLRenderer`.
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The `render` function calculates the projection matrix of the camera
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and renders the model to the scene.
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## Render a 3D model using babylon.js
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[Babylon.js][babylonjs] is one of the world's leading WebGL-based graphics engines. The following example shows how to load a GLTF file and render it on the map using babylon.js.
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[Babylon.js] is one of the world's leading WebGL-based graphics engines. The following example shows how to load a GLTF file and render it on the map using babylon.js.
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You need to add the following script files.
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For a fully functional sample with source code, see [Babylon custom WebGL layer][Babylon custom WebGL layer] in the Azure Maps Samples.
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For a fully functional sample with source code, see [Babylon custom WebGL layer] in the Azure Maps Samples.
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## Render a deck.gl layer
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A WebGL layer can be used to render layers from the [deck.gl][deckgl]
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A WebGL layer can be used to render layers from the [deck.gl]
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library. The following sample demonstrates the data visualization of
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people migration flow in the United States from county to county
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within a certain time range.
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}
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```
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This sample renders an arc-layer google the [deck.gl][deckgl] library.
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This sample renders an arc-layer google the [deck.gl] library.
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For a fully functional sample with source code, see [Deck GL custom WebGL layer][Deck GL custom WebGL layer] in the Azure Maps Samples.
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For a fully functional sample with source code, see [Deck GL custom WebGL layer] in the Azure Maps Samples.
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## Next steps
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Learn more about the classes and methods used in this article:
Copy file name to clipboardExpand all lines: articles/azure-maps/zoom-levels-and-tile-grid.md
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# Zoom levels and tile grid
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Azure Maps use the Spherical Mercator projection coordinate system (EPSG:3857). A projection is the mathematical model used to transform the spherical globe into a flat map. The Spherical Mercator projection stretches the map at the poles to create a square map. This projection significantly distorts the scale and area of the map but has two important properties that outweigh this distortion:
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Azure Maps use the Spherical Mercator projection coordinate system ([EPSG:3857]). A projection is the mathematical model used to transform the spherical globe into a flat map. The Spherical Mercator projection stretches the map at the poles to create a square map. This projection significantly distorts the scale and area of the map but has two important properties that outweigh this distortion:
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- It's a conformal projection, which means that it preserves the shape of relatively small objects. Preserving the shape of small objects is especially important when showing aerial imagery. For example, we want to avoid distorting the shape of buildings. Square buildings should appear square, not rectangular.
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- It's a cylindrical projection. North and south are always up and down, and west and east are always left and right.
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- It's a cylindrical projection. North and south are always up and down, and west and east are always left and right.
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To optimize the performance of map retrieval and display, the map is divided into square tiles. The Azure Maps SDK's use tiles that have a size of 512 x 512 pixels for road maps, and smaller 256 x 256 pixels for satellite imagery. Azure Maps provides raster and vector tiles for 23 zoom levels, numbered 0 through 22. At zoom level 0, the entire world fits on a single tile:
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Each additional zoom level quad-divides the tiles of the previous one, creating a grid of 2<sup>zoom</sup> x 2<sup>zoom</sup>. Zoom level 22 is a grid 2<sup>22</sup> x 2<sup>22</sup>, or 4,194,304 x 4,194,304 tiles (17,592,186,044,416 tiles in total).
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The Azure Maps interactive map controls for web and Android support 25 zoom levels, numbered 0 through 24. Although road data will only be available at the zoom levels in when the tiles are available.
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The Azure Maps interactive map controls for web and Android support 25 zoom levels, numbered 0 through 24. Although road data is only available at the zoom levels in when the tiles are available.
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The following table provides the full list of values for zoom levels where the tile size is **512** pixels square at latitude 0:
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Once the zoom level is determined, the x and y values can be calculated. The top-left tile in each zoom grid is x=0, y=0; the bottom-right tile is at x=2<sup>zoom-1</sup>, y=2<sup>zoom-1</sup>.
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Here is the zoom grid for zoom level 1:
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Here's the zoom grid for zoom level 1:
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:::image type="content" border="false" source="./media/zoom-levels-and-tile-grid/api_x_y.png" alt-text="Zoom grid for zoom level 1":::
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## Quadkey indices
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Some mapping platforms use a `quadkey` indexing naming convention that combines the tile ZY coordinates into a one-dimension string called `quadtree` keys or `quadkeys` for short. Each `quadkey` uniquely identifies a single tile at a particular level of detail, and it can be used as a key in common database B-tree indexes. The Azure Maps SDKs support the overlaying of tile layers that use `quadkey` naming convention in addition to other naming conventions as documented in the [Add a tile layer](map-add-tile-layer.md) document.
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Some mapping platforms use a `quadkey` indexing naming convention that combines the tile ZY coordinates into a one-dimension string called `quadtree` keys or `quadkeys` for short. Each `quadkey` uniquely identifies a single tile at a particular level of detail, and it can be used as a key in common database B-tree indexes. The Azure Maps SDKs support the overlaying of tile layers that use `quadkey` naming convention in addition to other naming conventions as documented in the [Add a tile layer] document.
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> [!NOTE]
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> The `quadkeys` naming convention only works for zoom levels of one or greater. The Azure Maps SDK's support zoom level 0 which is a single map tile for the whole world.
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> The `quadkeys` naming convention only works for zoom levels of one or greater. The Azure Maps SDK's support zoom level 0 which is a single map tile for the whole world.
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To convert tile coordinates into a `quadkey`, the bits of the Y and X coordinates are interleaved, and the result is interpreted as a base-4 number (with leading zeros maintained) and converted into a string. For instance, given tile XY coordinates of (3, 5) at level 3, the `quadkey` is determined as follows:
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quadkey = 100111 (base 2) = 213 (base 4) = "213"
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```
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`Qquadkeys` have several interesting properties. First, the length of a `quadkey` (the number of digits) equals the zoom level of the corresponding tile. Second, the `quadkey` of any tile starts with the `quadkey` of its parent tile (the containing tile at the previous level). As shown in the example below, tile 2 is the parent of tiles 20 through 23:
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`Qquadkeys` have several interesting properties. First, the length of a `quadkey` (the number of digits) equals the zoom level of the corresponding tile. Second, the `quadkey` of any tile starts with the `quadkey` of its parent tile (the containing tile at the previous level). As shown in the following example, tile 2 is the parent of tiles 20 through 23:
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