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I resolved the zoom-dependent gizmo sizing issue by creating a composite layer with the following approach: I override shouldUpdateState to include viewportChanged as an update trigger. On every update, pixel-to-world scale is calculated, translating fixed pixel dimensions into dynamic world coordinates that scale inversely with viewport zoom. I'm aware this CPU-based scaling isn't the most performant solution—a GPU-based shader approach would be better—but as I'm new to the visualization domain and shader programming, this was the best solution I could implement. |
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I’m working with deck.gl and I need a pixel-based layer that behaves similarly to an
IconLayer.The layer I want to create is conceptually a gizmo, similar to the gizmos used in three.js.
Currently, I have a CompositeLayer that partially handles this use case. However, at certain zoom levels, usability drops significantly.
Trying to compensate by dynamically scaling the layer based on zoom level doesn’t seem like a good or robust solution either.
Questions
Any guidance or architectural recommendations would be appreciated.
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