Trying out an idea to render an underlying model using canvas tiles
detect the animation sub-rectangle for each tile
get model to run in canvas tiles; not fully working yet
zindex fix
merge WaterModel from the other branch; clear canvas on every frame
Merge branch 'master' into AnimatedTilesPrototype
address tile boundary glitches when rendering the model; put model controller and elevation sampler into angular services
fix reference
make rendering resolution independent from model resolution
enable drawing water; make drawing and animating independent;
add reset button; make "abstracted patches" compute the average volume of the patches they abstract
comment out patch-averaging code for now
add border around tiles
experimental quad-tree computation for elevation
draw cross-hairs in the parent instead of boxes in the children
bug when sampling with floating point x,y when they should be integers instead
generalize water model a bit; first cut at an editable fire severity layer
add generic layer renderer, new fire sev model
made a DataModel abstract base class; WaterModel inherits from it, and so does FireSeverityModel. Implementation is still clunky and the organization is messy
remove unused water service; might have to recreate a new version soon