LuciadRIA was released in 2012 with a 2D map based on a HTML5 Canvas. In 2016, the WebGL-based hybrid 2D/3D map was introduced, leveraging WebGL support in most browsers.
Moving forward, our focus will lie solely on WebGLMap
. WebGLMap
offers all the capabilities of a non-WebGL Map
, and brings much more to the table.
This document announces our plans for phasing out the non-WebGL map, and explains how you can easily modify your application to use the WebGL map.
Switching to WebGLMap in your application
import {Map} from "@luciad/ria/view/Map.js";
const map = new Map(domNode, options);
with
import {WebGLMap} from "@luciad/ria/view/WebGLMap.js";
const map = new WebGLMap(domNode, options);
See LuciadRIA benefits for the features available to you when you use WebGLMap
.
You can find the WebGL system requirements here.
Upgrade considerations
For completeness, we list the upgrade considerations:
-
If you’re making heavy use of complex stroking (
ComplexStrokedLineStyle
) or tactical graphics in your application, it might take longer for those strokes to appear on the map the first time. This happens because every stroke results in a new shader being compiled. To remedy it, you can implement the tips outlined in the Boosting tactical graphics performance on a WebGL map article. -
GoogleLayer
isn’t supported on aWebGLMap
. Instead, you can use Google Maps, HERE Maps, Bing Maps, OpenStreetMap, or any other background layer. Also consider showing Google 3D Tiles as an alternative. -
A
WebGLMap
supportsRasterImageLayer
since LuciadRIA 2025.0, it is recommended to only use this on a 2D map. On a 3D map the visualization may appear to have a low resolution. Consider replacing usages ofRasterImageLayer
andRasterImageModel
with aRasterTileSetLayer
andRasterTileSetModel
. For example, replaceWMSImageModel
withWMSTileSetModel
.
If you have any questions or feedback, please contact the Luciad Product Management team at product.management.gsp@hexagon.com.