Displaying WMTS tiles over Google Map (iOS app) using capabilites XML as reference?

I have written an iOS app which can display a number of different layers on a Google Map. I am trying to add another layer which works fine on ArcGIS but I can’t get it to work in my app.

There are no API keys or logins or anything required by the service.

Here is the capabilities reference XML.

Here it is working on ArcGIS Online:

enter image description here

enter image description here

Based on the information in the capabilities XML I have compiled this template URL:

https://gisbasemap.ecan.govt.nz/arcgis/rest/services/Imagery/Canterbury_Imagery_1990_1994/MapServer/WMTS/tile/1.0.0/Imagery_Canterbury_Imagery_1990_1994/default/default028mm/{z}/{x}/{y}

And here is a URL at a location and zoom that I would expect to return a tile:

https://gisbasemap.ecan.govt.nz/arcgis/rest/services/Imagery/Canterbury_Imagery_1990_1994/MapServer/WMTS/tile/1.0.0/Imagery_Canterbury_Imagery_1990_1994/default/default028mm/18/256785/166329

If I can get this to return a tile in a web browser I know I can get it to work in my app.

Have I misinterpreted the capabilities XML or is this something that is not possible in this case (ie. access only from ArcGIS Online)?

Display WMTS tiles over a Google Map (iOS app) using a capabilites XML as reference

I have written an iOS app which can display a number of different layers on a Google Map. I am trying to add another layer which works fine on ArcGIS but I can’t get it to work in my app.

There are no API keys or logins or anything required by the service.

Here is the capabilities reference XML.

Here it is working on ArcGIS:

enter image description here

enter image description here

Based on the information in the capabilities XML I have compiled this template URL:

https://gisbasemap.ecan.govt.nz/arcgis/rest/services/Imagery/Canterbury_Imagery_1990_1994/MapServer/WMTS/tile/1.0.0/Imagery_Canterbury_Imagery_1990_1994/default/default028mm/{z}/{x}/{y}

And here is a URL at a location and zoom that I would expect to return a tile:

https://gisbasemap.ecan.govt.nz/arcgis/rest/services/Imagery/Canterbury_Imagery_1990_1994/MapServer/WMTS/tile/1.0.0/Imagery_Canterbury_Imagery_1990_1994/default/default028mm/18/256785/166329

If I can get this to return a tile in a web browser I know I can get it to work in my app.

My question: Have I misinterpreted the capabilities XML or is this something that is not possible in this case (ie. access only from ArcGIS)?

Efficient 2D grid overlay on tiles without each cell being its own GameObject

So for my game I need the ability to add a grid overlay over my tilemap. Now I don’t think that making the grid with each cell being its own GameObject with some SpriteRenderer would be hard to do but I know it would be extremely inefficient. I was thinking about using a LineRenderer to draw the grid lines but I don’t know how to make the cells have their own traits since they wouldn’t be their own individual instance and more of a product of the grid lines. In my case, the cells need their own color and should all have the ability to be accessed individually and that’s where I need your help. Do you guys have an idea on how to make this efficient?

How to give individual tiles their own collider in Unity’s tilemaps?

My floor tile is a 2D drawing of a 3D platform, for lack of a better description. I want my player character to stand not on the top of the tile but a little inside it, as the red circle does in the picture.

How do I give this tile its own collider that would fit this shape, while letting others have a normal, square one?

Remove border of tiles while Smooth the image by convolving with the boxcar kernel in Google Earth Engine

I am trying to remove the black border of each tiles in Google Earth Engine while doing “Smooth the image by convolving with the boxcar kernel” on sentinel 2.

Here’s my code https://code.earthengine.google.com/155b6b5e2a3429d198f33429b2ff6349

I am not sure what i am missing there, can someone please help me

// Load and display an image.
var image = ee.ImageCollection('COPERNICUS/S2').filterDate('2018-09-01','2018-09-20');
Map.setCenter(-121.9785, 37.8694, 11);
//Map.addLayer(image, {bands: ['B4', 'B3', 'B2'], max: 5000}, 'input image');

// Define a boxcar or low-pass kernel.
var boxcar = ee.Kernel.square({
  radius: 7, units: 'pixels', normalize: true
});

// Smooth the image by convolving with the boxcar kernel.
var smooth = function(img){ 
  return img.convolve(boxcar);
}
Map.addLayer(image.map(smooth), {bands: ['B4', 'B3', 'B2'], min:0, max: 5000, format: 'png'}, 'smoothed');

How can I create an irregular, marble-tiles surface?

I’m trying to create a marble-tiles procedural texture for a bathroom’s pavement like this:

marble-tiles pavement

What I already did was creating the surface for the single tiles, but I can’t get to do two things:

  1. Creating an irregular shape for the tiles (I’m using the brick texture but I can’t create irregular mortars like the ones in the picture);
  2. Making the gradient-like pattern.

So basically I first created the reddish tiles’ texture using this node structure:

marble-tiles node

I then tried to use the gradient node to recreate the pattern of the real pavement, but the result is this:

enter image description here

enter image description here

As you can see, I’ve linked the color channel of the gradient node to the bias channel of the brick texture node, but I don’t know why the black part that should show ONLY red tiles still has some white tiles on it, something that does not happen with the white part. Besides, some of the red tiles are witheish, but I want only white and red tiles, not something in between, and I’m not sure why this happens.

For the asymmetrical mortar I still have no clue, I tried to use the wave texture and attach it to the “mortar size” channel of the brick texture node nut it didn’t work so well. Any idea?

Add tiles to both sides of TileMap List in MonoGame

This is what my tile map looks like (red highlighting added for clarity):

enter image description here

My code:

private List> _layoutLayer = new List>(50); // Layout Layer
private List> _trLayer = new List>(50); // Transitional Layer
private List> _entityLayer = new List>(50); // Object Layer
private List> _logicLayer = new List>(50); // Logic Layer

// To add a tile
if (inputManager.IsMouseHeld(true))
{
    try
    {
        switch (_currentLayer)
        {
            case LayerRepresentation.LayoutLayer:
                _layoutLayer[_gridMouseY][_gridMouseX] = _currentTile;
                break;
            case LayerRepresentation.TransitionalLayer:
                _trLayer[_gridMouseY][_gridMouseX] = _currentTile;
                break;
            case LayerRepresentation.EntityLayer:
                _entityLayer[_gridMouseY][_gridMouseX] = _currentTile;
                break;
            case LayerRepresentation.LogicLayer:
                _logicLayer[_gridMouseY][_gridMouseX] = _currentTile;
                break;
        }
    }
    catch
    {
         // Player clicked outside of map bounds, add specified amount of tiles to map
    }
}

What I need:

When the player clicks outside of map bounds for example on the point A, add the amount of tiles between point A and the map to the map’s height. Do the same with point B, but add to the map width instead.

What I’ve tried:

    // Inside the above catch block
    if (_mapHeight - _gridMouseY == 0 && _gridMouseX < _mapWidth && _gridMouseX > -1)
    {
        List tempDefaultLayout = new List();
        List tempDefaultOther = new List();

        for (int i = 0; i < _layoutLayer[0].Count; i++)
        {
            tempDefaultLayout.Add(0);
            tempDefaultOther.Add(-1);
        }
        _layoutLayer.Insert(_gridMouseY, tempDefaultLayout);
        _trLayer.Insert(_gridMouseY, tempDefaultOther);
        _entityLayer.Insert(_gridMouseY, tempDefaultOther);
        _logicLayer.Insert(_gridMouseY, tempDefaultOther);
        _mapHeight++;
    }
    else if (_mapWidth - _gridMouseX == 0 && _gridMouseY < _mapHeight && _gridMouseY > -1)
    {
        for (int y = 0; y < _layoutLayer.Count; y++)
        {
            for (int x = 0; x < _layoutLayer[y].Count; x++)
            {
                if (_layoutLayer[y].Count <= _mapWidth)
                {
                    _layoutLayer[y].Add(0);
                    _trLayer[y].Add(-1);
                    _entityLayer[y].Add(-1);
                    _logicLayer[y].Add(-1);
                }
            }
        }
        _mapWidth++;
    }
    return;

The problems:

The first part is about adding tiles to the height (only one row at a time) Adding the temp Lists to the layer Lists with List.Add() doesn't work, I don't know why. I used List.Insert instead.

The second part is used to add a single column to the map one at a time.

Loading a map doesn't work because when the loaded map's size is larger than the default programmed size (_mapWidth and _mapHeight) in the Map class. My Load() method:

if (File.Exists(path))
{
    float version;

    using (BinaryReader reader = new BinaryReader(File.Open(path, FileMode.Open)))
    {
        version = reader.ReadSingle();

        if (version < _version)
        {
            return -1; // The map you are trying to open has been made with an outdated version of the Editor.
        }

        if (version > _version)
        {
            return -2; // The map you are trying to open has been made with a newer version of the Editor.
        }

        _name = reader.ReadString();
        _mapWidth = reader.ReadInt32();
        _mapHeight = reader.ReadInt32();

        for (int y = 0; y < _mapHeight; y++)
        {
            for (int x = 0; x < _mapWidth; x++)
            {
                _layoutLayer[y][x] = reader.ReadInt32();
                _trLayer[y][x] = reader.ReadInt32();
                _entityLayer[y][x] = reader.ReadInt32();
                _logicLayer[y][x] = reader.ReadInt32();
            }
        }
    };

    return 0; // Success
}

Promoted Links tiles not rendering in IE

I am having an issue where I have added the Promoted Links app into my page (stock standard SharePoint 2013 – using seattle) and it renders perfectly in Chrome and FireFox, but in IE it doesn’t even render the HTML inside the iframe. I have tried changing looks and master pages with no luck.

I have tried changing the header content type to all the versions Edge, IE10 etc and nothing has fixed it so far.

Can any one please provide me with some direction on how to fix this? It is the first time I have had this on a site

  • SharePoint 2013 Enterprise
  • Team Site with Publishing features turned on
  • Seattle Look and feel (standard)

How do I convert PBF vector tiles to GeoJson?

I am working on google maps with airmap API. Airmap API provide me vector tile data in pbf format. I want to render it into google maps. I have researched that to render a pbf vector tiles on google map, i need to convert it into geoJson data. I have lot researched about it but i haven’t find any tool to convert PBF to GeoJson or tutorial. Please help me.