This release is a big step for MapLibre GL JS! With more than 500 commits, and almost a year in the making, version 3.0.0 is surely our best release yet. Lots of features, performance improvement, bug fixes and a few potentially breaking changes that were necessary, to keep the project healthy, are to be found here.
A note on migration: Most users will be able to update to v3 without code changes, but it’s recommended to read the section on potentially breaking changes in the changelog carefully to assess if you’re code needs migration.
Thanks for all the code contributions!
@rotu , @pramilk , @zhangyiatmicrosoft , @prozessor13 , @Pessimistress , @ChrisLoer , @xabbu42 , @VehpuS , @zstadler , @ZeLonewolf , @kajkal , @kevinschaul , @ambientlight , @smellyshovel , @kircher1 , @tordans , @IvanSanchez , @acalcutt , @jleedev , @llambanna , @cns-solutions-admin , @vanilla-lake , @lukashass
@HarelM , @BirkSkyum , @wipfli
A lot of work has been put into making this version of MapLibre GL JS faster. Here are some of the highlights:
This new feature makes it possible to get direct access to the camera transform, and manipulate it, continuously whenever the map is attempting to change it’s viewport. It’s a small hook, but it’s very powerful. It’s especially handy for reactive frameworks, where the camera state might be put in a store which can trigger side effects like listing the points of interest currently visible on the map. Another example of when it’s relevant is when synching multiple maps, as exemplified with a demo of a minimap and a main map that drives each other here:
Sync two maps with the camera transform - Minimap demo
The terrain is becoming more stable, with a range of improvements landing in v3.
warnoncewhen terrain and hillshade source are the same ( #2298 )
fitBoundsacross the AM ( #2155 )
getElevation()causing an uncaught error ( #1650 ).
AnimationOptionsto allow smooth camera movement in 3D ( #1514 )
WebGL2 has finally reached a level of browser support that allows us, and large projects like Unity to embrace it fully. While WebGL2 is mostly backward compatible, it gives us lots of new features, and opportunities to improve performance through parallelization. It also removes the friction that exists when using MapLibre GL JS with libraries in the ecosystem that has moved to WebGL2 already - two examples of which can be seen in the demos below:
Interleaved rendering of DeckGL attribute transitions
3.0.0 - Animating - Uses WebGL2
2.4.0 - Not animating
Interleaved rendering of DeckGL GPU accelerated GridLayer
3.0.0 GPU Accelerated - Uses WebGL2
2.4.0 Breaks - Browser console prints “Browser not supported”
We now align better with the CSS Spec for color spaces, by using the D50 illuminant instead of the D65. This brings us more continuous color spaces with the
interpolate-hcl. To see what that means in practice, the demo here
is a visualization of the color spaces. You can i.e. select 3.0.0-pre.4 and 3.0.0-pre.5, which is when the addition was made, and move the cursor up and down to compare them.
See a full changelog here , including the list of potentially breaking changes.