This page contains highlights of each deck.gl release. Also check our vis.gl blog for news about new releases and features in deck.gl.
Release date: June, 2022
Official typings are now available in deck.gl for public preview. It was a tremendous effort converting the deck.gl code base into TypeScript. We did it not just for TypeScript users to easily consume this library, but also for the overall robustness and maintainability of our own code base.
In v8.x, the types will not be exposed by default to prevent any typing errors from breaking existing TypeScript applications. You can opt in to using the typed version by switching your import statements to the @deck.gl/*/typed
endpoints. Visit getting started with TypeScript to find out more.
The TileLayer is fundamental when it comes to visualizing datasets so big that they cannot fit in the browser's memory. The idea is to only fetch and render content that is visible in the current viewport, and at the appropriate detail level. Up till now, the TileLayer
has exclusively implemented the OSM tile index. If you wish to use it with your dataset, you had to use an offline tool or an backend that partitioned geospatial data into OSM tiles.
Starting from v8.8, the TileLayer
supports custom indexing systems. Applications can now supply a custom implementation of Tileset2D to the TilesetClass
prop. This makes it possible to use incremental loading with other indexing systems such as H3 and S2. The immediate use case is to allow the client visualization to work with any geospatial partitioning algorithm available in a database solution.
Due to this generalization, there is a breaking change affecting indexing properties (x
, y
and z
) in the TileLayer
API. See upgrade guide for details.
The @deck.gl/mapbox
module now exports a new class MapboxOverlay. The class implements Mapbox GL JS's IControl API. When adding a MapboxOverlay
control to an mapbox map, deck.gl layers are rendered in synchronization with the base map layers. This control supports both overlaid and interleaved rendering modes. See the new get started example.
If you are using react-map-gl v7, this is the only solution to use deck.gl with React map control components (Navigationcontrol
, GeolocateControl
, etc.). See example.
@deck.gl/carto
CartoLayer includes native support to work with spatial indexes like H3 or QuadBin. More info here.
TileLayer
Release date: February 25, 2022
The new MaskExtension allows layers to show/hide objects by a geofence. For example, a map may filter a list of user locations by the boundaries of a given country, or highlight part of a base map that is inside a user-drawn circle or lasso area.
The new QuadkeyLayer renders filled and/or stroked polygons, with geometry automatically calculated based on a quadkey (geospatial index).
TileLayer
reduced refinementStrategy: 'no-overlap'
.TileLayer
refinementStrategy
now accepts a callback function enabling customer refinement strategies.TerrainLayer
can now be used with non-geospatial views.ColumnLayer
adds flatShading
prop.GlobeView
lighting in 3D layers is more consistent.GoogleMapsOverlay
supports camera tilt and bearing for raster maps.MVTLayer
now supports pointType: 'text'
in binary
mode.project3D: true
now returns more accurate result in non-geospatial views.@deck.gl/carto
Release date: October 11, 2021
The GoogleMapsOverlay class supports Google Maps' new vector map, providing the following advantages:
GoogleMapsOverlay
class appear inside the Google Maps scene, correctly intersecting with 3D buildings and behind the contextual labels drawn by Google Maps.See blog posts from Google Cloud and our own for the potentials of this feature.
Visit the new Google Maps integration example to get started.
It is now possible to independently control the zoom of the X and Y axes.
zoom
prop of the OrthographicView
now also supports an [x, y]
Array to specify independent zoom levels.zoomAxis
option is added to the OrthographicController
to restrict zooming to the X or Y axes.
![]() Meter sizes in 8.5 |
![]() Meter sizes in 8.6 |
common
is added for scaling geometries without the distortion of the projection method. See updated documentation about the unit system.projectionMatrix
option allows overriding of the matrix that would otherwise be created from the other view states.CartoLayer
adds new geoColumn
and columns
props, enables more granular data fetching from CARTO backend.ColumnLayer
and GridCellLayer
add radiusUnits
prop.H3HexagonLayer
now supports manually forcing low-precision, high-performance rendering with highPrecision: false
. HeatmapLayer
adds weightsTextureSize
and debounceTimeout
props for fine-tuning performance.MVTLayer
now defaults to handling geometries in binary.Scatterplot
and GeoJsonLayer
add option to turn off antialiasing to avoid artifacts in depth oclusion.TileLayer
no longer purges its cache when data changes, resulting in a smoother "reload" experienceRelease date: July 26, 2021
![]() TextLayer background, border, padding and outline |
![]() GeoJsonLayer pointType |
![]() Tile3DLayer+I3S picking individual objects |
Mapbox Vector Tiles parsing throughput is now 2-3x faster, due to MVT tiles being parsed directly into binary attributes rather than GeoJSON, and additional work (including triangulation) being performed on worker threads. Speed comparison on some example data sets (MVT tiles parsed per second):
Data set | binary: false | binary: true | Speed increase |
---|---|---|---|
Block Groups | 2.86/s | 5.57/s | 1.94x |
Census Layer | 6.09/s | 11.9/s | 1.95x |
Counties Layer | 72.5/s | 141/s | 1.94x |
USA Zip Code Layer | 8.45/s | 20.3/s | 2.4x |
Benchmarks ran using scripts on a 2012 MacBook Pro, 2.3 GHz Intel Core i7, 8 GB, measuring parsing time of MVTLoader only (network time and rendering is not included)
GeoJSONLayer now supports rendering point features as icons and/or text labels in addition to circles. Use the new pointType
prop:
new GeoJsonLayer({
...
pointType: 'circle+text',
getText: f => f.properties.name,
getTextSize: 12
})
For a full list of new props, visit the updated documentation.
The layer now supports automatically detecting the characters used in the data. Set characterSet: 'auto'
to enable this feature.
New props are added for more flexible styling of the texts:
background
backgroundPadding
outlineWidth
outlineColor
getBackgroundColor
getBorderWidth
getBorderColor
See documentation for details.
Tile3DLayer can now be rendered in multiple views. Previously if you use multiple views it was required to create one Tile3DLayer for each view. Using a single layer is more efficient by sharing the tile cache.
The layer now takes full advantage of new features in I3S 1.7 tile sets, including:
ScatterplotLayer
adds billboard
modeTripLayer
adds fadeTrail
modePathLayer
now supports controlling jointRounded
and capRounded
separately. Dashed lines via PathStyleExtension
also respects the cap type.PolygonLayer
and GeoJsonLayer
: autoHighlight
now highlight both the outline and the fill of the hovered polygon, instead of either the outline or the fill.HeatmapLayer
now correctly renders aggregation: 'MEAN'
with user-supplied colorDomain
.The NPM distribution has dropped IE 11 support in exchange for an almost 20% reduction in size.
Entry point | 8.5 Bundle (gzipped) | 8.4 Bundle (gzipped) | Comments |
---|---|---|---|
module (dist/esm) | 398 KB (115 KB) | 485 KB (128 KB) | Transpiled, tree-shaking enabled |
main (dist/es5) | 686 KB (178 KB) | 812 KB (197 KB) | Transpiled, no tree-shaking |
Measured as the footprint of @deck.gl/core, bundled and minified with Webpack 4
To support older or less common browsers, make sure that node_modules
is included in your application's babel settings.
For backward compatibility, the pre-built bundle (dist.min.js
) is not affected by this change.
The DeckGL
React component is rewritten using functional component and hooks.
CartoLayer
is available to unify CartoBQTilerLayer
and CartoSQLLayer
. There are migration guides for both: CartoSQLLayer and CartoBQTilerLayer.getData
method in CARTO 3 to support other deck.gl layers. Release date: Jan 31, 2021
All controllers now support smooth easing at the end of dragging and pinching. This can be turned on via the new inertia option:
controller: {inertia: true}
In addition, a three-finger swipe gesture is added to support changing pitch on mobile. It is enabled via the touchRotate
option.
dragMode
option for flipping pan/rotate modeskeyboard
option now accepts an object for customizing movement speedscrollZoom
option now accepts an object for customizing wheel zoom speed and easingeventRecognizerOptions
for fine-tuning gesture recognitiononInteractionStateChange
callbackgetCursor
now receives an isHovering
argument that indicates whether the pointer is over a pickable object.The data
prop now accepts a TileJSON URL. The onDataLoad
callback is fired when the TileJSON loads.
A new method getRenderedFeatures
is added for querying all visible features in the current viewport.
onHover
, onClick
, onTileLoad
, onTileError
and onViewportLoad
callbacks can now access features in WGS84 coordinates.
A new prop binary
is added to the MVTLayer. If set to true
, it removes the need for serialization and deserialization of data transferred by the worker back to the main process, as well as attribute packing in the main thread. The following numbers show the performance improvements in loading and rendering a full viewport:
N Vertex | Â Binary | Non-Binary | Change | |
---|---|---|---|---|
Usa Admin States | 12K | Â 963ms | 1109ms | -13.16% |
Counties Layer | 175K | 1222ms | 1956ms | -37.52% |
Census Tract | 988K | Â 2713ms | 6242ms | -56.53% |
Block groups | 1.57M | 4261ms | 9202ms | -53.69% |
Usa Zip Code Layer | 1.38M | 2938ms | 6564ms | -55.24% |
Benchmark run on 2017 Macbook Pro, 3,1 GHz Dual-Core Intel Core i5, 16 GB memory, Intel Iris Plus Graphics 650 1536 MB. Resolution 1140x900. Network transfer time is not included
loaders
prop to support additional data formats. See the Data Loading Guide for examples.BitmapLayer
, IconLayer
, SimpleMeshLayer
) now offer consistent support for a variety of input formats. Newly supported are plain object descriptors (e.g. {data: <Uint8Array>, width, height}
) and HTMLVideoElement
that continuously updates. A new prop textureParameters
also allows easy customization of texture settings.aggregation
which can be either SUM
(default) or MEAN
._imageCoordinateSystem
prop, so that raster tiles may render correctly in GlobeView
.COORDINATE_SYSTEM.CARTESIAN
and SunLight
.modelMatrix
.onIconError
callback.flipY
option.wrapLongitude: true
.Additionally, various layers received performance optimization, corrected lighting calculation, and API consistency improvements. See upgrade guide for a list breaking changes in this release.
@@function prefix is included to interpret a string as a JavaScript function.
Adds helper functions to create data-driven map visualizations using CARTOColors
Release Date: Oct 12, 2020
![]() |
![]() |
Integration with the powerful geospatial analytics platform CARTO.
This new modules makes it easy to visualize regular Tables and vector tilesets in CARTO. It offers two new layers:
This effort enables applications to leverage CARTO's smart back-end capabilities, dynamic queries and much more. Visit the module's documentation to get started.
getTileData
now receives an additional argument signal
that implements AbortSignal. Tile requests may now be aborted if there are too many queued or ongoing requests.getTileData
function passed in to the current layer instance will be called rather than the first layer instance. This allows applications to progressively adjust loading behavior without having to reload all tiles.onTileUnload
callback{-y}
for TMS indexingGlobeView
in TileLayer
and MVTLayer
Layers with pickable
disabled (the default) skip generating picking attributes. This can improve initial loading time and memory usage if a large layer does not have to be interactive.
If no layer is pickable, deck no longer creates the picking FrameBuffer to save memory.
Deck
also added some experimental optimization options to allow more fine-grained control of memory usage on memory-restricted devices.
pydeck 0.5 includes new event handlers — on_hover
, on_click
, on_view_state_change
, and on_resize
— which can be used to create rich interactive applications in Jupyter. This release works in sync with deck.gl 8.3.
![]() Event handling in pydeck |
![]() highPrecisionDash in PathStyleExtension |
SimpleMeshLayer
adds _useMeshColors
prop to use vertex colors from mesh
instead of getColor
DataFilterExtension
adds a countItems
option. It enables the GPU to report the number of objects that pass the filter criteria via the onFilteredItemsChange
callback.PathStyleExtension
adds a highPrecisionDash
option. It creates nicer dashes when used with small path segments, at the price of some CPU overhead.IconLayer
fixed an issue of visual artifacts rendering anti-aliased bordersRelease Date: June 28, 2020
![]() FillStyleExtension |
![]() MVTLayer highlight - v8.1 |
![]() MVTLayer highlight - v8.2 |
Many new features are added to TileLayer
, MVTLayer
and TerrainLayer
to improve correctness, performance and ease of use.
MVTLayer
projects more accurately at high zoom levels.autoHighlight
in the MVTLayer
now works on features that are split across multiple tiles, identified by the new uniqueIdProperty
prop.maxRequests
prop.TileLayer
may continue to display tiles when underzoomed. See the new extent
prop.TileLayer
with the new zRange
prop when dealing with 3D content. This is used by the TerrainLayer
when viewing high-altitude regions.TileLayer
's tileSize
prop can be used to fine-tune the zoom level at which tiles are loaded.TileLayer
's renderSubLayers
is now always called after the tile layer is loaded, i.e. props.data
is never a Promise.TileLayer
can now be used in multi-view applications, as long as each TileLayer
instance is rendered into one view. See documentation for an example.For geospatial data, a new projection mode -- globe projection is now available alongside Web Mercator projection. In this release, the feature is exposed via the experimental GlobeView
class.
Currently there is no base map provider under this view. You may use the BitmapLayer
or GeoJsonLayer
to render a backdrop for your data.
Before getting started with this example, make sure you check out the docs for the limitations of the current implementation.
GreatCircleLayer
now renders correctly across the 180th meridian.PathLayer
, PolygonLayer
and GeoJsonLayer
now support the wrapLongitude
prop.When enabled, the connection between any two neighboring vertices is drawn on the shorter side of the world, and split into two if it crosses the 180th meridian. Note that this introduces CPU overhead at runtime.Pydeck 0.4.0 introduces support for JupyterLab 2.0, support for a Google Maps base map, a new UI element for providing text descriptions of a map, and many of the new features of deck.gl 8.2, like the ability to render data to either a globe or a Mercator projection. See the new website for documentation and examples.
data
URL now only download the data once.ScatterplotLayer
added radiusUnits
propFillStyleExtension
fills polygons with repeated pattern from a sprite image.ArcLayer
added greatCircle
prop. GreatCircleLayer
is now a special case of the ArcLayer
and support rendering an elevated curve by supplying getHeight
.@deck.gl/test-utils
added new testLayerAsync
API.highlightColor
now accepts a callback that returns a color based on which object is picked.Release Date: Mar 17, 2020
![]() Non-geospatial TileLayer |
![]() MVTLayer |
![]() TerrainLayer |
The @deck.gl/geo-layers
module added many new features to address popular tiled data use cases.
Multiple bugs have been fixed in the TileLayer regarding data fetching and tree traversal.
The layer now supports non-geospatial views. Check out this example by @ilan-gold that renders a 576 Megapixel image of the moon.
New props are added to better control the layer's behavior:
maxCacheByteSize
: for precise management of memory usagerefinementStrategy
: to reduce flashing/overlapping during loadingtileSize
(non-geospatial only)Based on the TileLayer
, MVTTileLayer loads and renders tiles in the Mapbox Vector Tiles specification. This new layer make it easier to leverage the many great open source tools in use with deck.gl.
This effort is led by contributors from CARTO.
TerrainLayer loads color-encoded heightmap and reconstructs 3D mesh surfaces. Check out our example.
![]() deck.gl + ArcGIS basemap |
![]() Tile3DLayer + I3S |
In collaboration with GIS industry leader ESRI, we are releasing new experimental features that work with ArcGIS basemap and I3S tiles.
You can now use ArcGIS basemaps with deck.gl. This new module lets apps render deck.gl layers into the WebGL context of ArcGIS API for JavaScript. 3D scene view support is experimental in this initial release. To get started, check out the example and the documentation.
Tile3DLayer
is adding preliminary support for the OGC Indexed 3d Scene (I3S) format. See documentation for details.
The MapView
now supports repeating worlds at low zoom levels. For backward compatibility, this feature is opt-in. Apps may turn it on by setting views: new MapView({repeat: true})
on Deck
or DeckGL
.
Repeating is always on when using MapboxLayer and GoogleMapsOverlay.
As a result, GoogleMapsOverlay
now supports all Google Maps zoom levels.
pydeck now uses the binary attribute API to communicate between Python and JavaScript. This greatly increases the speed and the amount of data that it can render.
pydeck now supports external layer modules via a new custom_libraries
setting.
Deck
as a stateful component, you can now update its initialViewState
prop to reset the camera.onError
is added to Deck
to handle errors, instead of crashing the app.Layer
instances now expose a new member isLoaded
.PathLayer
's joint calculation is improved when using with short line segments and extreme angles.BrushingExtension
supports a new brushingTarget
mode source_target
.PathStyleExtension
now has a new mode offset
. This feature can be used for positioning polygon strokes inside/outside, or rendering overlapped paths in opposite directions.TextLayer
now supports binary attributes.Release Date: Dec 20, 2019
Performance is one of the biggest focus of this update. Layer updates (data change) is 1.5x the speed of the last release, and redraw (viewport change) is 2.5x.
Benchmark of using 1000 ScatterplotLayers on 2016 Macbook Pro, 2.8 GHz Intel Core i7, 16 GB memory, AMD Radeon R9 M370X 2 GB
v7.3 | v8.0 | Change | |
---|---|---|---|
Initialize | 298ms | 235ms | -21% |
Update | 112ms | 72ms | -36% |
Redraw (CPU Time) | 76ms | 26ms | -66% |
Redraw (GPU Time) | 17ms | 10ms | -41% |
In addition to runtime performance, deck.gl also added a production mode to optimize bundle size. The v8.0 minified bundle of @deck.gl/core
is 50kb lighter than that of v7.3.
It is now possible to replace a layer's accessors with binary data attributes. This technique offers the maximum performance in terms of data throughput in applications where a lot of data is loaded and/or frequently updated:
const data = new Float32Array([
0.7, 0.2, 0, 0, 0, 0,
0.8, 0.6, 0, 0, 5, 0,
0.3, 0.5, 0, 5, 5, 0,
0, 0.8, 0.6, 5, 10, 0,
0, 0.5, 0.7, 10, 10, 0
]);
new deck.ScatterplotLayer({
id: 'points',
data: {
length: 5,
attributes: {
getPosition: {value: data, size: 3, offset: 12, stride: 24},
getFillColor: {value: data, size: 3, offset: 0, stride: 24}
}
}
getRadius: 1
})
This use case is discussed in detail in the performance developer guide.
DataFilterExtension now supports the following layers from @deck.gl/aggregation-layers
:
HeatMapLayer
GPUGridLayer
ScreenGridlayer
(GPU aggregation only)ContourLayer
(GPU aggregation only)GridLayer
(GPU aggregation only)_framebuffer
prop of Deck.unproject3D: true
to deck.pickObject
or deck.pickMultipleObjects
.backgroundColor
. Picking works when the cursor is over an empty pixel in the text.maxWidth
and wordBreak
props to support text wrapping.sizeMinPixels
and sizeMaxPixels
.OrbitView
.FirstPersonView
now supports pitch; controller works more intuitively; graduates from experimental status.FlyToInterpolator
now supports duration: 'auto'
.Release Date: Sep 26, 2019
![]() Tile3DLayer |
![]() Jupyter Widget |
![]() Spring Transition |
deck.gl has partnered with Cesium to implement support for the OGC 3D Tiles specification. This makes it possible to to render city-scale (billions of points/features) and country-scale (trillions of features) datasets in the browser.
In this initial release, the layer has full support for point clouds and experimental support for glTF tiles. Try the demo for yourself.
We have released a python module pydeck
for Python developers to interact with deck.gl via a native Python API:
pip install pydeck
pydeck
is also integrated with Jupyter Notebook, enabling you to interactively create deck.gl visualizations right in your notebooks. See documentation for details.
transitions
prop now supports many more props than just accessors! Any prop of type number
or array
can now also use the built-in transition system.The JSONConverter
class has been generalized and can now be used independently of deck.gl to "hydrate" JavaScript from JSON text specifications. This supports its use a foundation technology for providing non-JavaScript bindings such as pydeck
. This has caused some breaking changes to this experimental module. For details and work-arounds see the upgrade guide.
We have introduced a new resource management system to luma.gl and deck.gl core. This significantly reduces the initial loading time if an app uses multiple layers of the same type.
It is now easier to supply external buffers to layer attributes as deck.gl no longer requires them to match the default buffer type.
For custom layer authors: the attribute system is simplified. One may now use type: GL.DOUBLE
when adding an attribute to the AttributeManager
. the attribute will automatically be mapped to two 32-bit shader attributes <attrbName>
and <attrbName>64xyLow
.
A new prop getTooltip is added to the Deck
class. By supplying this callback, an app may specify the content and styling of a built-in tooltip.
minRotationX
and maxRotationX
to use this feature.Deck
's useDevicePixels
prop now accepts a number as well as boolean values.opacity
prop.alphaCutoff
for customizing picking behavior.Experimental
phase and can now be rendered using WebGL1
context. A new prop colorDomain
added for custom domain specification.Release Date: Aug 10, 2019
A new module @deck.gl/extensions
has joined the deck.gl family.
Layer extensions are bonus features that you can optionally add to the core deck.gl layers. As a start, this module offers the following extensions:
fp64
mode.For instructions on authoring your own layer extensions, visit developer guide.
![]() HeatmapLayer |
![]() GeoJsonLayer with shadow |
![]() HexagonLayer with shadow |
The @deck.gl/aggregation-layers
module now offers HeatmapLayer
as an experimental layer. It performs density distribution on the GPU to provide fast dynamic heatmaps. The layer currently only supports WebGL2-enabled browsers. A fallback solution for WebGL1 will be added later.
As an experimental feature, the LightingEffect can now render shadows from up to two directional light sources. To enable shadows, set _shadow: true
when constructing a
DirectionalLight or SunLight.
Layers now have built-in streaming support. The data
prop now accepts an async iterable object. As new batches of data are resolved, the layer is updated incrementally. This eliminates the need to manually merge chunks of data or manage multiple layer instances.
See details in the data prop documentation and the updated performance optimization examples.
By default, when the data
prop value of a layer changes shallowly, all of its attributes are recalculated and re-uploaded to the GPU. You may now compare the old and new data arrays and only update the range of elements that have actually changed. This can lead to significant performance improvement if a few rows in a large data table need to change frequently. See the _dataDiff prop documentation.
It is now easier to build attributes as typed arrays outside of a layer, e.g. in a web worker or on the server. See the "Supplying attributes directly" section in performance optimization.
image
prop now accepts a HTMLVideoElement
.lineHeight
is added.Release Date: 2019
A new PostProcessEffect class, working with @luma.gl/effects
module, offers screen-space post-processing effects such as blur, noise, halftone, ink, etc.
![]() noise effect |
![]() colorHalftone effect |
![]() tiltShift effect |
![]() zoomBlur effect |
GridLayer
is enhanced to support GPU Aggregation. By default GPU Aggregation is disabled, and can be enabled using gpuAggregation
prop. For more details check GridLayer. Two new layers GPUGridLayer and CPUGridLayer are also offered, which perform aggregation on CPU and GPU respectively.
The following table compares the performance between CPU and GPU aggregations using random data points:
#points | CPU #iternations/sec | GPU #iterations/sec | Notes |
---|---|---|---|
25K | 535 | 359 | GPU is 33% slower |
100K | 119 | 437 | GPU is 267% faster |
1M | 12.7 | 158 | GPU is 1144% faster |
Numbers are collected on a 2018 15-inch Macbook Pro (CPU: 2.6 GHz Intel Core i7 and GPU: Radeon Pro 560X 4 GB)
wireframe: true
. In 2D mode, enable stroke by setting stroked: true
with getLineWidth
, getLineColor
among other stroke options.H3HexagonLayer
.billboard
prop for screen space extrusion when rendering 3D pathsgetTimestamps
accessor. See layer documentation for details.getScene
and getAnimator
to allow more flexibility when loading models._lighting
property for PBR lighting._imageBasedLightingEnvironment
property for image-based lighting.OrthographicView
and OrbitView
now also support 64-bit projection, with no extra code changes required. This greatly improves the visual quality when rendering very large and/or dense graphs.
For React users, it is now easy to use react-map-gl components with DeckGL, including DOM-based marker, popup, navigation control and fullscreen control. This can be done by supplying the ContextProvider
prop on DeckGL
:
/// Example using react-map-gl controls with deck.gl
import DeckGL from '@deck.gl/react';
import {_MapContext as MapContext, NavigationControl} from 'react-map-gl';
<DeckGL ... ContextProvider={MapContext.Provider}>
<div style={{margin: 10, position: 'absolute', zIndex: 1}}>
<NavigationControl />
</div>
</DeckGL>
metrics
property to Deck
instances that tracks performance statistics like fps, CPU/GPU render time and memory usage. See Deck class documentation for details.Release Date: April 19, 2019
![]() BitmapLayer |
![]() ColumnLayer |
![]() TileLayer |
![]() S2Layer |
![]() H3HexagonLayer |
![]() H3ClusterLayer |
![]() TripsLayer |
![]() ScenegraphLayer |
![]() GreatCircleLayer |
As the number of deck.gl layers grow, we are splitting existing and new layers into multiple submodules for better dependency management. These new layer modules are:
@deck.gl/layers
- Primitive layers that are the building blocks of all visualizations @deck.gl/aggregation-layers
- Advanced layers that aggregate data into alternative representations, e.g. heatmap, contour, hex bins, etc. @deck.gl/geo-layers
- Additional layers that handle geospatial use cases and GIS formats. @deck.gl/mesh-layers
- Additional layers that render 3D meshes and scene graphs.The new ScenegraphLayer and SimpleMeshLayer support loading 3D models and scenegraphs in the popular glTFâ„¢ asset format. glTF is a royalty-free specification for the efficient transmission and loading of 3D assets, with a rich ecosystem of tools and extensions. All variants of glTF 2.0 are supported, including binary .glb
files as well as JSON .gltf
files with binary assets in base64 encoding or in separate files.
We are releasing loaders.gl as a major new companion framework to deck.gl and luma.gl. Loaders.gl provides a suite of 3D file format loaders. See What's New in luma.gl v7.0 for more details.
![]() Ambient Light |
![]() Point Light |
![]() Directional Light |
![]() Camera Light |
A new effects system is written from the ground up for v7.0. This opens the possibilities for many exciting visual effect features down the road. As a start, we're introducing LightingEffect - an easier, more comprehensive way to control the lighting for your layers. See Using Lighting for details.
data
prop of layers only accepted JavaScript arrays in the past, you may now provide a non-iterable object to data
. See example.IconLayer
, TextLayer
, LineLayer
and ArcLayer
) and some layers use meter sizes (e.g. ScatterplotLayer
, PathLayer
). In v7.0 we are introducing new props sizeUnits
and widthUnits
that allow users to tweak these behaviors. *MinPixels
and *MaxPixels
props are also added for layers that previously only support pixel sizes.IconLayer
and TextLayer
are rendered as billboards (i.e. always facing the camera). A prop billboard
is added to these layers so that you can place icons and texts relative to the world.Starting v7.0, deck.gl has experimental support for Google Maps with the @deck.gl/google-maps module. It allows you to construct a Deck instance as a custom Google Maps OverlayView. See module documentation page for a full list of supported features.
GoogleMapsOverlay
The @deck.gl/test-utils
module is revamped with two new exports:
generateLayerTests
- automatically create test cases for use with testLayer
to test layer conformance.SnapshotTestRunner
- automated integration test for WebGL. Renders deck.gl layers, takes screenshot and compare with golden images in headless Chromium.Read more in Developer Guide: Testing.
Release Date: Jan 29, 2019
![]() SDF font in TextLayer |
![]() Stroke and fill in ScatterplotLayer |
![]() Isoband in ContourLayer |
ScatterplotLayer
now supports drawing both stroke and fill, and outline width can be controlled per-instance.ContourLayer
now supports isoband - filling between two thresholds.ScreenGridLayer
now supports aggregating by min/max/mean.TextLayer
adds new props that allow better control of the font rendering quality, including font weight and raster size. The layer can also optionally generate a font atlas with Signed Distance Fields, which yields a much crisper look when rendering large font sizes.IconLayer
supports dynamically packed icon atlas. Users can now load programmatically generated image urls as icons, for example Facebook profile images.PathLayer
's getPath
and PolygonLayer
's getPolygon
props now support flattened coordinates instead of nested arrays, making it easier for these layers to use binary data.See each layer's documentation for full API changes.
It is now possible to fine-tune sublayer appearances by passing a new experimental prop _subLayerProps
to a composite layer. For example, in a GeoJsonLayer
, one may wish to make only the point features interactive, or replace the circles with icons.
This offers a light alternative to overriding composite layer behaviors without creating a custom class. See CompositeLayer for details.
Release Date: Nov 19, 2018
Layers can now supply rich definitions to their default props. This enables prop validation in debug mode and aggressively blocks unnecessary layer update to boost rendering performance. Complex composite layers such as the GeoJsonLayer can be up to 2x faster in certain React applications. See upgrade guide if you are an author of custom layers.
onDragStart
, onDrag
and onDragEnd
callback props are added to Deck
and base Layer
class.
The experimental GPUAggregator
class now supports Min/Max/Mean in addition to Sum. Also added the ability to specify multiple weights with custom aggregation operation.
Release Date: Oct 15, 2018
![]() 32-bit High-Precision Projection |
![]() Mixing Mapbox and deck.gl Layers |
A new experimental module @deck.gl/mapbox
makes deck.gl work with the custom layers API in the latest Mapbox release. Using this feature, mapbox and deck.gl layers can be freely "interleaved", enabling a number of layer mixing effects, such as drawing behind map labels, z-occlusion between deck.gl 3D objects and Mapbox buildings, etc. For usage and limitations, see module documentation.
First introduced in v6.1 as COORDINATE_SYSTEM.LNGLAT_EXPERIMENTAL
, the new projection system offers high-precision results similar to that of the old fp64
mode without the compatibility issues or performance hit of running the much heavier 64-bit shader. Starting v6.2, this coordinate system becomes the default for all layers. See upgrade guide if you still need the old fp64
mode.
The layer.project()
method now supports all coordinate systems including METER_OFFSETS, LNGLAT_OFFSETS and IDENTITY.
Release date: Sep 7, 2018
![]() JSON API |
![]() Enhanced Multi-View API |
![]() ContourLayer |
The projection algorithm used for geospatial coordinates (layers with coordinateSystem: COORDINATE_SYSTEM.LNGLAT
) has supplemented with a "hybrid" projection/offset based implementation (COORDINATE_SYSTEM.LNGLAT_EXPERIMENTAL
) that rivals 64-bit precision at 32-bit speeds. This mode is expected to make the use of fp64
precision unnecessary for most applications, which in turn should increase application performance and avoid issues on untested graphics drivers.
LNGLAT
projection modes can automatically wrap coordinates over the 180th meridian for the best placement in the current viewport. Set the wrapLongitude
prop in a layer to true
to enable this behavior. This mode will be helpful when visualizing data close to the ante-meridian (e.g. New Zealand, Australia etc).
A new experimental module @deck.gl/json
provides a set of classes that allows deck.gl layers and views to be specified using JSON-formatted text files. To facilitate experimentation, a JSON layer browser is available on http://deck.gl/playground.
deck.gl's multiview support has been significantly enhanced. New View
properties give applications more control over rendering, making it possible to implement e.g. overlapping views, partially synchronized views (share some but not all view state props), views with different background colors etc.
deck.gl's layer catalog is extended by adding new ContourLayer
, this layer can be used to render contours, also called iso-lines for given set of threshold values. ContourLayer
supports both WebMercator projection (geospatial applications) and Orthographic projection (infovis applications).
When the mask
of the icon is false
, the opacity of the icon can be controlled by getColor
while still keeping the pixel color from image. When mask
is true
, user defined color is applied.
Several under the hood changes in GPU Aggregation flow to support multiple layer coordinate systems (LNGLAT and IDENTITY).
Release date: July 18, 2018
![]() GeoJson Transition |
![]() ViewState flyTo Transitions |
![]() GPU Accelerated ScreenGrid Layer |
Attribute transitions enable applications to simultaneously animate changes in positions, colors and other attributes of all objects in a layer. GPU acceleration to All core deck.gl layers now support attribute transitions, including HexagonLayer
, GridLayer
and GeoJsonLayer
. GPU Accelerations allow millions of objects to be animated. Transition settings also support enter
callback to customize instance entrance behavior. See documentation of the transitions prop.
View State Transitions (aka Viewport Transitions) are now officially supported. Transitions are provided through the DeckGL.viewState
prop. For more details check ViewState Transitions documentation.
ScreenGridLayer is updated to support aggregation on GPU. GPU aggregation can be 10x faster and is capable of aggregating large data sets (millions of points). Two new props gpuAggregation
for selecting CPU or GPU aggregation and cellMarginPixels
to control cell margin size have been added. Finally, picking information now contains aggregated details.
deck.gl can now infer appropriate Controller
types from the types of your View
. For example, when using the default geospatial view (MapView
), a MapController
can now be requested simply by setting the view's controller
props to true
. You may also pass an object with additional controller options to this prop, for example controller={{doubleClickZoom: false}}
. See documentation of View.
deck.gl pixel sizes (e.g. in LineLayer
, IconLayer
and TextLayer
) now match their HTML/SVG counterparts.
It is now possible to set global WebGL parameters (controlling how the GPU renders) by supplying a Deck.parameters
property object. This gives applications a simple declarative way to control things like blend modes and depth testing, without having to define an onWebGLInitialized()
callback. Note that parameters
can still be supplied to individual layers, overriding any global parameters for that layer only.
The DeckGL
React component now provides a more powerful API to create sophisticated visualizations, highlights including:
DeckGL
can be used as a "stateful" component providing automatic interactivitySee Use with React for more details.
Release date: June 01, 2018
![]() Orthographic Mode |
A new Deck.initialViewState
property allows the application to enable map or view interactivity simply by supplying an initial view state, e.g. {longitude, latitude, zoom}
. deck.gl will automatically initialize a Controller class and listen to view state changes, without the application having to implement callbacks to track the view state.
The Layer.data
prop now accepts URLs (i.e. strings). deck.gl will automatically start loading such URLs, parse them as JSON and once loaded, use the resulting data to render the layer. This can e.g. remove the need for applications to set up callbacks to handle load completion.
deck.gl can now pick occluded objects using the new Deck.pickMultipleObjects
method, which returns a list of all objects under the mouse, instead of just the top-most object.
The View
classes can now build an orthographic projection matrix from the same "field of view" parameter it uses to create perspective mode (rather than requiring a separate set of parameters). This makes switching between perspective and orthographic projection modes easier then ever (simply set the new View.orthographic
prop to true
to activate orthographic projection).
LineLayer and ArcLayer added a new accessor getStrokeWidth
to replace the old strokeWidth
prop. When specified with a function, you can control the width of each arc/line segment dynamically.
Many layer accessor props now accept constant values. For example, when constructing a ScatterplotLayer, what used to be getColor: d => [255, 200, 0]
can now be written as getColor: [255, 200, 0]
. This is not only a convenience: constant values of accessors don't use GPU memory and can be updated very quickly and thus do not require an updateTrigger
. Consult the documentation for each layer to see which accessors are supported.
Core layers are broken out from @deck.gl/core
to a new submodule @deck.gl/layers
. Users of deck.gl
are not affected by this change.
Release date: April 24, 2018
![]() New TextLayer |
![]() ScreenGridLayer Color Scale |
![]() Automated Render Tests |
deck.gl can now be used in non-React applications. A new top-level JavaScript class Deck
is provided as an alternative to the traditional top-level DeckGL
React component, and the core deck.gl npm module no longer has any React dependencies. This allows deck.gl to be used in any JavaScript application or framework.
The new non-React API is officially supported, however since it is not yet extensively battle-tested in applications there may be some rough corners, so to help developers set expectations we are labeling this as a "pre release" intended for early adopters.
deck.gl now publishes a bundle that can be imported using a simple <script>
statement in HTML to give access to the deck.gl API. This makes deck.gl easy to use in e.g. "codepens" and for casual programming and visualizations.
See our scripting blog post.
deck.gl is now published as multiple npm modules allowing applications to choose which features to import. The basic modules are:
@deck.gl/core
- the core deck.gl API (JavaScript classes, including the Deck
top-level class).@deck.gl/react
- React bindings for deck.gl (i.e. the top-level DeckGL
React class).deck.gl
- The classic module is still supported for backwards compatibility with React applications.deck.gl allows you to divide your screen into multiple viewports and render layers from different perspectives. It is e.g. possible to render a top-down map view next to a first person view and allow your users to "walk around" in the city onto which your data is overlaid.
The Deck.views
property accepts instances of View
classes, such as MapView
and FirstPersonView
:
<DeckGL
views=[
new MapView({id: 'map', width: '50%'}),
new FirstPersonView({x: '50%', width: '50%'})
]
/>
It is now possible to specify a MapController
as a controller
for the Deck
or DeckGL
classes, instead of relying on e.g. react-map-gl
or experimental classes to drive event handling.
It is no longer necessary for deck.gl applications to track screen size and manage the exact width
and height
of the Deck
or DeckGL
components. width
and height
can now be specified using CSS descriptors (e.g. width = 100%
):
<DeckGL width='100%' height='100%'/>
A TextLayer has been added to the core layer catalog for rendering labels with WebGL.
Color Scale Support (Experimental) - New experimental props colorRange
and colorDomain
are added to ScreenGridLayer. These props provide more fine tune control over how grid cells are colored, and brings the ScreenGridLayer into parity with other aggregation layers (i.e. HexagonLayer and GridLayer).
A number of experimental deck.gl layers are published in a new module @deck.gl/experimental-layers. Be aware that use of these layers come with caveats and are mainly intended for early adopters. Please refer to roadmap for more information.
deck.gl now provides a suite of test utilities that make it easy to test both layers and applications. The utilities support visual regression testing against "golden" images, as well as utilities for traditional unit testing of layers. The utilities come pre-integrated with tools that help automate the running of browser based render tests from the console. To start using the utilities, install the new (@deck.gl/test-utils) module.
Work on bundle size reduction continues. In this release, the focus has been on leveraging the tree-shaking abilities of the Babel 7 and Webpack 4 combination. In addition, new article about Application Bundling and Tree Shaking has been added to the docs.
Unified 32/64-bit projection - A new common API for projection is implemented in both the project64
shader module and a new project32
shader module allowing the same vertex shader can be used for both 32-bit and 64-bit projection. This simplifies adding fp64 support to layers and reduces bundle size. See docs for more details.
Release date: Feb 16, 2018
![]() Layer Transitions |
![]() JSX Layers |
Many layers now support smooth visual transitions of e.g. positions and colors of layer elements, animating the update of the layers element to match a new data set. The animations are done on the GPU and can thus support very large number of elements. Use the new transitions
prop on the Layer
class to specify things like transition duration, easing function and callbacks.
Transitions are only supported on WebGL2-capable browsers such as Chrome and Firefox. The
transitions
prop will simply be ignored on WebGL1 browsers.
It is now possible to use JSX syntax to create (or "render") deck.gl layers. Many React users feel that this results in a more natural coding style.
<DeckGL {...viewport}>
<LineLayer data={data} />
<DeckGL />
There are limitations (deck.gl layers are not React components), for more information see Using deck.gl with React.
Release date: Dec 21, 2017
![]() GPU-based Highlighting |
![]() Dashes in GeoJson |
![]() React 16 Support |
All new additions to the official deck.gl 5.0 API are listed here. Note that in addition to the official new features in this release, deck.gl 5.0 also contains a number of significant under the hoods changes to prepare for new features and optimizations. Some of these are available as experimental APIs, see below.
As always, for information on deprecations and how to update your code in response to any API changes, please read the deck.gl upgrade Guide.
The new useDevicePixels
prop on the DeckGL
React component can be used to disable usage of full resolution on retina/HD displays. Disabling deck.gl's default behavior of always rendering at maximum device resolution can reduce the render buffer size with a factor of 4x on retina devices and lead to significant performance improvements on typical fragment shader bound rendering. This option can be especially interesting on "retina" type mobile phone displays where pixels are so small that the visual quality loss may be largely imperceptible.
A new DeckGL
prop layerFilter
gives the application an opportunity to filter out layers from the layer list during rendering and/or picking. Filtering can be done per layer or per viewport (experimental) or both. This enables techniques like adding helper layers that work as masks during picking but do not show up during rendering, or rendering different additional information in different viewports (experimental).
Users can now override the canvas size, position and offset via the style prop passed to the DeckGL component.
Three new Layer
props (autoHighlight
, highlightColor
and highlightedObjectIndex
) have been added to enable simple and efficient highlighting of a single object in a layer. Highlighting is either automatic on hover, or programmatically controlled through specifying the index of the selected object. The actual highlighting is done on the GPU and this feature is thus very performant, in particular as it lets applications avoid cumbersome techniques like modifying data or using a secondary layer for highlighting.
See our blog post
A new method CompositeLayer.getSubLayerProps()
simplifies forwarding base layer props to sub layers, removing code clutter and reducing the risk of forgetting to forward an important base layer property.
Added new props (getDashArray
and dashJustified
) enabling you render paths as dashed lines. Naturally these props are also accessible in composite layers built on top of the PathLayer
, such as the GeoJsonLayer
.
Added new prop elevationScale
to enable fast scaling elevation of all extruded polygons.
Add getElevationValue
to HexagonLayer
and GridLayer
to enable elevation aggregation by value. This allow both color and elevation to be calculated based on customized aggregation function.
The Seer Chrome Debug Extension now remembers its "on/off" setting across application reloads. This is significant because it means that the Seer extension can be left installed even in heavy deck.gl applications with lots of layers, and turned on only during debugging, without any performance impact during normal usage.
Note: This change is mainly relevant to developers who write custom deck.gl layers.
project
module provides a new function project_pixel_to_clipspace
for screen space calculations that takes variables like useDevicePixels
and "focal distance" into account, making pixel space calculation simpler and less prone to fail when parameters change.project
etc) now conform to the luma.gl shadertools conventions for naming uniforms and functions, making this module easier to describe and use. In spite of these changes, backwards compatible uniforms are provided to ensure that existing layers do not break.deck.gl v5 now supports React 16 and the package.json
dependencies of all React-based examples have updated to React 16.
As usual, deck.gl 5.0 contains a number of experimental features, e.g. "multi viewport", "first person viewport" and "viewport transitions". These features are still being finalized and the APIs have not been frozen, but can still be accessed by early adopters. See the roadmap article for more information on these.
Release date: July 27th, 2017
![]() WebGL 2 |
![]() Seer Extension |
deck.gl v4.1 is based on luma.gl v4, a major release that adds full WebGL2 support as well as powerful features like WebGL state management and an improve GLSL shader module system. On all browsers that supports WebGL2 (e.g. recent Chrome and Firefox browsers), deck.gl will obtain WebGL2 context and utilize WebGL2 functionalities. To know more about WebGL2, please check here.
Two new functions - DeckGL.queryObject
and DeckGL.queryVisibleObjects
allow developers to directly query the picking results, in addition to handling picking via built-in click and hover callbacks. This allows applications to build more advanced event handling and makes deck.gl easier to integrate with existing applications that have already implemented their own event handling.
In addition, the queryObject
offers a much requested radius
parameter, allowing the application to specify how close an object needs to be to the specified coordinate to be considered a match (in deck.gl v4.0, picking will only trigger if an object is actually visible on the queried pixel, making it hard for users to select small features and thin lines).
For developers that write their own custom layers, the shadertools
shader assembly system is now in place to replace the existing assembleShaders
function in deck.gl. The new shader assembler system supports organizing shader code into modules and is integrated with luma.gl's Model
so users no longer need to call assembleShaders
before creating the Model
for the layer.
The base Layer
class (which is inherited by all layers) supports a new property parameters
that allows applications to specify the state of WebGL parameters such as blending mode, depth testing etc. This provides applications with significant control over the detailed rendering of layers. Note that the new parameters
prop directly leverages the luma.gl v4 setParameters API, which allows all WebGL parameters to be specified as keys in a single parameter object.
Pre-calculated "Vertex Attributes" can now be passed as props, meaning that developers that are willing to learn how a deck.gl layer's vertex attributes are structured can pass in typed arrays as props to the layer and have these directly passed to the GPU. This prevents the layer's internal AttributeManager
from generating the attributes from your data, allowing you to optimize by e.g. directly passing in binary data from calculations or a binary file load without having deck.gl do any transformation on your data.
Composite layers, which were introduced in v4.0, have received some polish and performance improvements. In subclassed CompositeLayer
s, the renderLayers
function can now return a nested array that could contain null
values, and deck.gl will automatically flatten, filter and render all layers in the array. This is a small convenience that can make your renderLayers
methods in complex composite layers a little more readable.
renderLayers() {
return [
setting1 && new ScatterplotLayer(...),
setting2 && new LineLayer(...),
this._renderAdditionalLayerList()
];
}
Also, as a performance improvements, deck.gl now avoids "rerendering" sublayers of CompositeLayer
whose props haven't changed.
Several new examples have been added to illustrate the wide applicability of deck.gl. To name a few:
deck.gl's default event handling now includes support for multitouch gestures to zoom and rotate the view. In addition, a new EventManager
class solidifies deck.gl's support for event handling.
deck.gl is now integrated with the new Seer Chrome extension. Simply installing Seer and rerunning your application opens up a new tab in the Chrome developer tools, providing you with the ability to see all your deck.gl layers, inspect (and edit) their properties and attributes and check per layer timings, such as the latest GPU draw calls or attribute updates.
And note that since luma.gl v4 also has a Seer integration, it is possible to follow links from deck.gl layer to luma.gl models inside Seer, enabling you to further drill down and understand what data is ultimately being generated and processed by the GPU.
Release date: March 31, 2017
package.json
, webpack.config.js
etc) intended to make it easy to just copy an example folder and get an app up and running in minutes.fp64
prop.METER_OFFSET
projection mode enables arbitrary coordinate transforms (translations, rotations, scaling etc) to be applied on individual layer enabling scene graph like layer composition and animation.A layer that parses and renders GeoJson. Supports all GeoJson primitives (polygons, lines and points).
The GeoJsonLayer is an example of a composite layer that instantiates other layers (in this case PathLayer
, PolygonLayer
and ScatterplotLayer
) to do the actual rendering. This layer replaces the now deprecated family of ChoroplethLayer
s.
Takes a sequence of coordinates and renders them as a thick line with mitered or rounded end caps.
Each object in data is expected to provide a "closed" sequence of coordinates and renders them as a polygon, optionally extruded or in wireframe mode. Supports polygons with holes.
Allows the user to provide a texture atlas and a JSON configuration specifying where icons are located in the atlas.
A layer that draws rectangular, optionally elevated cells. A typical grid based heatmap layer. Differs from the ScreenGridLayer
in that the cells are in world coordinates and pre aggregated.
A layer that draws hexagonal, optionally elevated cells.
Draws a LiDAR point cloud. Supports point position/normal/color.
Each layer now supports a modelMatrix
property that can be used to specify a local coordinate system for the data in that layer:
Model matrices can dramatically simplify working with data in different coordinate systems, as the data does not need to be pre-transformed into a common coordinate system.
Model matrices also enable interesting layer animation and composition possibilities as individual layers can be scaled, rotated, translated etc with very low computational cost (i.e. without modifying the data).
updateTriggers
now accept Accessor Names.
The updateTriggers
mechanism in deck.gl v3 required the user to know the name of the vertex attribute controlled by an accessor. It is now possible to supply names of accessors
.
onHover
is now only fired on entering/exiting an object instead of on mouse move.onClick
is now only fired on the picked layer instead of all pickable layers.All layers now have a getShaders
method that can be overridden by subclasses, enables reuse of all layer code while just replacing one or both shaders, often dramatically reducing the amount of code needed to add a small feature or change to en existing layers.
defaultProps
Layers are now encouraged to define a defaultProps
static member listing their props and default values, rather than programmatically declaring the props in constructor parameters etc. Using defaultProps
means that many layer classes no longer need a constructor.
accessor
fieldCan be a string or a an array of strings. Will be used to match updateTriggers
accessor names with instance attributes.
getPickingInfo()
This method replaces the old pick()
method and is expected to return an info object. Layers can block the execution of callback functions by returning null
.
A number of performance improvements and fixes have been gradually introduced since deck.gl v3.0 was launched. While many are not new in v4.0, cumulatively they enable noticeably better framerates and a lighter footprint when big data sets are loaded, compared to the initial v3.0.0 version.
The AttributeManager
class now supports default logging of timings for attribute updates. This logging can be activated by simply setting deck.log.priority=2
in the console (levels 1 and 2 provide different amounts of detail). This can be very helpful in verifying that your application is not triggering unnecessary attribute updates.
In addition, the new function AttributeManager.setDefaultLogFunctions
allows the app to install its own custom logging functions to take even more control over logging of attribute updates.
JavaScript build tooling continues to evolve and efforts have been made to ensure deck.gl supports several popular new tooling setups:
deck.gl
, luma.gl
and react-map-gl
) have been reduced considerably, meaning that installing deck.gl and related modules will bring in less additional JavaScript code into your app, and your app will build and run faster.deck.gl/dist-es6
) that preserves the import
and export
statements. This should allow tree shaking bundlers such as webpack 2 and rollup to further reduce bundle size.deck.gl/src
to experiment with this.Code examples have been improved in several ways:
examples
folder, showing various interesting uses of deck.gl.package.json
and configuration files, enabling them to be easily copied and modified.layer-browser
example has been expanded into a full "layer and property browser" allowing for easy testing of layers.The various Choropleth layers have been deprecated since deck.gl has new and better layers (GeoJsonLayer
, PathLayer
, PolygonLayer
) that fill the same roles. The choropleth layers are still available but will not be maintained beyond critical bug fixes and will likely be removed in the next major version of deck.gl.
A careful API audit has also been done to align property names between old and new layers. While this will makes the layers more consistent and the combined API easier to learn and work with, it does mean that some properties have been renamed, with the old name being deprecated, and in some very few cases, default values have changed.
For more information on deprecations and how to update your code in response to these changes, please consult the deck.gl Upgrade Guide.
Release date: November, 2016
DeckGL
(DeckGLOverlay
in v2) component now requires a separate import (import DeckGL from 'deck.gl/react'
). This allows the core deck.gl library to be imported by non-React applications without pulling in React.onLayerClick
and onLayerHover
props to the DeckGL
React component.DeckGL
component now cancels animation loop on unmount, important when repeatedly creating/destroying deck.gl components.DeckGL
component no longer manages WebGL blending modes, as this is better done directly by layers.[r,g,b,a]
instead of {r,g,b,a}
etc).DeckGL
component. This implies that apps no longer need to pass the width
, height
, longitude
, latitude
, zoom
, pitch
, bearing
and bearing
props to each layer. These properties only need to be passed to the DeckGL
react component.deepCompare
prop replaced with more flexible dataComparator
A set of new high precision layers that support extreme zoom levels
Sample layers now available through import 'deck.gl/samples';
Uint8Array
encoding is now supported for color and picking color attributes, which provides significant GPU memory savings.assembleShaders
to inject GLSL packages and platform
fixesproject
packagefp64
emulated double precision floating point packagefp32
package - 32bit improved precision librarytan
Release date: May 2016
AttributeManager
class)Original release date: December 2015
Initial open-source version of deck.gl, with five sample layers.