maplibre_flutter_gpu 0.0.6 copy "maplibre_flutter_gpu: ^0.0.6" to clipboard
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MapLibre maps for Flutter, rendered with Flutter GPU.

0.0.6 #

  • Reduce symbol overlay rendering time by reusing unchanged widgets, avoiding layout work during camera movement, and batching symbol widget rendering.

0.0.5 #

  • Improve rendering performance by reusing GPU resources across frames.
  • Add Shift-drag camera tilt and Ctrl-drag rotation on Windows and Linux, plus three-finger trackpad tilt on macOS.
  • Show Flutter-rendered symbol and text widgets wherever the same location appears more than once in a wide viewport at low zoom, and add MapLibreMapController.toScreenOffsets for custom overlays.
  • Fix Linux startup failures caused by libpng 1.6 patch-version differences.

0.0.4 #

  • Render symbol icons and text with closer MapLibre parity, including data-driven styling, halos, formatted text, inline images, multiple sprite sources, and style layer ordering.
  • Make symbol text and icons follow roads and other lines, with support for bidirectional and vertical text.
  • Add opt-in SymbolCompositingMode.fastOverlay for maps where speed is preferred over exact style layer ordering.

0.0.3 #

  • Add Linux and Windows support for x64 and ARM64 in debug and profile modes.
  • Upgrade to Flutter 3.47.0 and Dart 3.13.0.

0.0.2 #

  • Improve Flutter GPU setup instructions and API documentation in the README.
  • Fix published shader bundle packaging and runtime lookup.
  • Restrict IgnorePointer to the default symbol builders instead of wrapping every widget returned by custom symbol icon and text builders.
  • Stop the shared native runtime before macOS process teardown to prevent shutdown crashes.

0.0.1 #

  • Initial development release for iOS, Android, and macOS.
  • Render MapLibre fill, line, circle, raster, symbol, and fill-extrusion layers with Flutter GPU.
  • Provide map camera, gesture, style, source, layer, filter, sprite, and attribution APIs.
  • Support custom Flutter GPU map rendering with geographic transforms and optional shared depth for 3D content.
  • Render idle maps on demand and suspend frame scheduling with the application lifecycle.
  • Include examples for landmark markers, style controls, and custom GPU rendering.