This check is too brittle:
|
const hasTimeChunks = is4D ? fullShape[1]/chunkShape[0] > 1 : fullShape[0]/chunkShape[0] > 1 |
Things work if the order is
time, Lon, lat or
p, time, Lon, lat,
but it will fail if it is
lon, lat, time !, which is a very common pattern.
Soon I will have use cases where things will be like
lon, lat, depth or depth, lon, lat.
we already have functions for getting the dimension names and shapes, we will only need maybe a permutedims function, to be applied in the GetArray values (to get proper slices also), before passing them to the shaders, or maybe apply transforms directly there.
This check is too brittle:
Browzarr/src/components/zarr/ZarrGetters.ts
Line 152 in c3ebe15
Things work if the order is
time, Lon, latorp, time, Lon, lat,but it will fail if it is
lon, lat, time!, which is a very common pattern.Soon I will have use cases where things will be like
lon, lat, depthordepth, lon, lat.we already have functions for getting the
dimensionnames andshapes, we will only need maybe apermutedimsfunction, to be applied in theGetArrayvalues (to get proper slices also), before passing them to the shaders, or maybe apply transforms directly there.