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Refactor HTTPRequests#78

Merged
david-rhodes merged 42 commits intomasterfrom
IAsyncRequestFactory
May 9, 2017
Merged

Refactor HTTPRequests#78
david-rhodes merged 42 commits intomasterfrom
IAsyncRequestFactory

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@wilhelmberg
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@wilhelmberg wilhelmberg commented May 9, 2017

This supersedes PR Multithreaded HTTPRequests which is obsolete now.
Includes master as of today.

  • HTTPRequests are multithreaded for .NET Framework
  • when used from within Unity, the Unity specific implementation is used

Also adds additional properties to the Response: statuscode, headers, ...

Tested with

  • all examples in the Editor
  • Slippy example as standalone player
    • Windows native x64
    • Windows Desktop x64
    • Android(*)

(*)
Worked on OnePlus 3 (Android 7.1.1), but on Samsung Galaxy Tab S2 8" (Android 6.0.1) it looked like this:
image

Maybe some texture setting when exporting from Unity?

… BergWerkGIS-multithread-filesource

# Conflicts:
#	src/Mono/FileSource.cs
#	src/Mono/HTTPRequest.cs
@david-rhodes
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david-rhodes commented May 9, 2017

@BergWerkGIS

Maybe some texture setting when exporting from Unity?

This is concerning, but I have a hunch. Could you please check the MapImageFactory that this scene is using and change the Texture Format setting to RGBA Float or something other than DXT?

I don't think all android graphics chips support DXT.

That said, it appears to work fine on Google Pixel, too.

Edit: ETC should be a universally supported compression format for android.

@david-rhodes david-rhodes self-assigned this May 9, 2017
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Working on iOS and Pixel. Let's make sure we solve this samsung issue, though.

@david-rhodes david-rhodes merged commit a41e0a5 into master May 9, 2017
@david-rhodes david-rhodes deleted the IAsyncRequestFactory branch May 9, 2017 19:54
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2 participants