Comments (3)
I've noticed a similar behaviour when jitter
is applied
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All right, thanks for the note--I think this should now be fixed by moving these two lines of code inside a callback function from outside.. If you encounter it again, let me know.
Jitter is a bit more complicated. Fully placing points that are jittered would involve:
- Animating them along the paths they take in webgl;
- Accessing the jittered coordinates, which are created by random number calculations on the GPU that can't be reproduced off it.
It would, all in all, usually be easier to actually make an additional draw call in webGL than to try to extract this state information and update it every tick, so I'm going to change the name of this issue to reflect that it's not supported but not promise to support it at any point soon..
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@bmschmidt that makes!
Yeah the jitter issue seems small -- at worst a consumer could just hardcode a jitter into the dataset and encode it directly, or simply twaek the library to hide the SVG dot during times of jitter.
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