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Fix typos in README #161

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14 changes: 7 additions & 7 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,23 +4,23 @@ Welcome to TRON 2.0 by [Geraldine Sarmiento](https://twitter.com/sensescape) and

TRON is an exploration of scale transformations in the visual language of TRON with the use of Tangram [blocks](http://tangrams.github.io/blocks/). On this new version, visual forms and elements transform per zoom, revealing new cartographic details and a new experience of scale.

Beside the design challenges we want to make the source more approachable by dividing the scene file in multiple smaller pieces. So instead of having a single monolitical `.yaml` scene file you will find smaller modules that focus on a particular aspect of the map scene.
Beside the design challenges we want to make the source more approachable by dividing the scene file in multiple smaller pieces. So instead of having a single monolithic `.yaml` scene file you will find smaller modules that focus on a particular aspect of the map scene.

## How it works?

The main elements are:

- [`tron-style.yaml`](tron-style.yaml): is the main `.yaml` file that mix and hold all together. There you will find the definition of the `sources`, `cameras` and `scene:background:color`, together with the imports that glow and conects the `layers`, `styles` and `components` resources.

- [`layers/` folder](layers/): [layers on Tangram](https://mapzen.com/documentation/tangram/Filters-Overview/) are the set of rules that filter the data (comming from the `sources`) into different **style rules**. Tell how each component on the map should be treat. If it's `text`, `points`, `lines` or `polygons`. What's the default `size` and `color`, etc. In this folder you will find different `.yaml` scene files that carefully make sense of the data and display it in a cartographical intuitive way. This meticulus work was made by [Geraldine Sarmiento](https://twitter.com/sensescape) and [Nathaniel V. KELSO](https://twitter.com/kelsosCorner). At the end of each one of this layer-files you will find also a `styles` secction where the **custom shaders** are defined and crafted by [me (Patricio Gonzalez Vivo).](https://twitter.com/patriciogv) Shaders are not a simple thing, but at [Mapzen](https://mapzen.com) we are trying to make them more aproachable. Tangram `styles` can be mix, so for this map style we try to use that property to reduce the complexity and size of the shader by reusing them as much as possible.
- [`layers/` folder](layers/): [layers on Tangram](https://mapzen.com/documentation/tangram/Filters-Overview/) are the set of rules that filter the data (coming from the `sources`) into different **style rules**. Tell how each component on the map should be treat. If it's `text`, `points`, `lines` or `polygons`. What's the default `size` and `color`, etc. In this folder you will find different `.yaml` scene files that carefully make sense of the data and display it in a cartographically intuitive way. This meticulous work was made by [Geraldine Sarmiento](https://twitter.com/sensescape) and [Nathaniel V. KELSO](https://twitter.com/kelsosCorner). At the end of each one of this layer-files you will find also a `styles` section where the **custom shaders** are defined and crafted by [me (Patricio Gonzalez Vivo).](https://twitter.com/patriciogv) Shaders are not a simple thing, but at [Mapzen](https://mapzen.com) we are trying to make them more approachable. Tangram `styles` can be mix, so for this map style we try to use that property to reduce the complexity and size of the shader by reusing them as much as possible.

- [`styles/` folder](styles): contain all the `styles` that are shared across layers. Is defenetly a more **abstract** layer. This folder sorts the `styles` by their `base` geoemtry (`points`, `lines` or `polygons`). Also for those `styles` common to all the other geometries can be found in `common.yaml`. You will note that most [shader styles](https://mapzen.com/documentation/tangram/Shaders-Overview/) "extends" from [blocks](http://tangrams.github.io/blocks/). As part of the efford on making GLSL Shaders more aproachable in Tangram. I had start a tool box library of shaders snippets that can be mix together, call [Tangram Blocks](http://tangrams.github.io/blocks/).
- [`styles/` folder](styles): contain all the `styles` that are shared across layers. Is definitely a more **abstract** layer. This folder sorts the `styles` by their `base` geometry (`points`, `lines` or `polygons`). Also for those `styles` common to all the other geometries can be found in `common.yaml`. You will note that most [shader styles](https://mapzen.com/documentation/tangram/Shaders-Overview/) "extends" from [blocks](http://tangrams.github.io/blocks/). As part of the effort of making GLSL Shaders more approachable in Tangram. I had start a tool box library of shaders snippets that can be mix together, call [Tangram Blocks](http://tangrams.github.io/blocks/).

- [`components/` folder](components): This folders holds some of the global resources use in the scene, like [`fonts`](components/fonts.yaml) and [`images/`](components/images). Also there you can find the [`globals.yaml`](components/globals.yaml). This particular file is very interesting because holds `globals` variables and JS functions that control the map. From it is possible to customize the map, like **turning on or off the animations** or **changing the language**.

## Bundling

Having the scene file distributed accross different smaller modules creates more network calls. To solve this you will find in this repository a `bundle.py` script that construct a ZIP file (`tron.zip`) that will hold all the files needed.
Having the scene file distributed across different smaller modules creates more network calls. To solve this you will find in this repository a `bundle.py` script that construct a ZIP file (`tron.zip`) that will hold all the files needed.

To use it you will:

Expand Down Expand Up @@ -51,15 +51,15 @@ python <(curl -s https://raw.githubusercontent.com/tangrams/bundler/master/bundl

## Edit

One of the nice things of running a local instance of a [Tangram](https://mapzen.com/products/tangram/) scene is the hability to modify it and learn from it! We defenetly encourage to do it. You can host the style by doing:
One of the nice things of running a local instance of a [Tangram](https://mapzen.com/products/tangram/) scene is the ability to modify it and learn from it! We definitely encourage to do it. You can host the style by doing:

```bash
python -m SimpleHTTPServer 8000
```

Althought we also have been working on a way to edit [Tangram](https://mapzen.com/products/tangram/) scene files and see it change inmediatly. The project is call [TangramPlay](https://mapzen.com/tangram/play/) and can be found [here](https://mapzen.com/tangram/play/).
Although we also have been working on a way to edit [Tangram](https://mapzen.com/products/tangram/) scene files and see it change immediately. The project is call [TangramPlay](https://mapzen.com/tangram/play/) and can be found [here](https://mapzen.com/tangram/play/).

A quick way to start playing with Tron2.0 is by importing the scene file and inmediatly start editing on top of the scene file. For that:
A quick way to start playing with Tron2.0 is by importing the scene file and immediately start editing on top of the scene file. For that:

1. [Click here to open Tron in TangramPlay](https://mapzen.com/tangram/play/?scene=https%3A%2F%2Fgist.githubusercontent.com%2Fanonymous%2F14f1c7495dde62cf831427dc9be89ec9%2Fraw%2F0b25fc8a0e90115090c90928d0fefa4423106b9b%2Fscene.yaml#8/40.574/-74.051)

Expand Down