fix z-fighting on overlapping buildings:
- modify projection matrix to add offset, glPolygonOffset is not that reliable
move shaders to repective renderer classes
move near plane back, fixes clipping issue with most large buildings
theme: same color for 3D and flat buildings
use debugview switch to enable depth test shader
Triangle does not like duplicate points in input: skip them
TODO fix polygon holes that touch outer ring in input..
minus one useless iteration
one single light direction from north
fix: dont increment these pointers conditionally
handle explicitly closed polygons and those with touching inner/outer rings in one point. Bologna is a heavy case..
cleanup
no timing required
add more labels as they fit at current scale
use smoothstep interpolation for simple line shader
testing with one vertexAttribArray, this should be faster for switching polgon/line shaders
fix drawing of tile bounding box
dont add z-offset way labels
fix way too much z-offset used for roof outline
comment
draw text textures only once per string
- unify duplicate strings from different tiles (as side-effect save some bytes)
- fix 'advance by width' in texture drawing