Mapbox GL JS — advanced web toolkit (v3)
An advanced toolkit for building production Mapbox GL JS map experiences on the web:
markers, thematic dataviz, 3D, terrain, cinematic camera, style composition, performance,
and the hard-won gotchas that bite. Scope: mapbox-gl-js v3.x in the browser (CDN
mapbox-gl-js/v3.x/) — not the native iOS/Android SDKs (different APIs). Plain GL JS,
framework-agnostic. Several patterns were distilled from a production trail map; adapt the
constants to your own design.
Setup invariants
- Set
mapboxgl.accessTokenbeforenew mapboxgl.Map(...). - The map needs
'load'before adding sources/layers/images. In a throttled or background tab'load'can be missed — also bind'idle'as a one-shot fallback guarded by an_initedflag (see verification.md). - Resolving token/style from
.env: read the token FIRST (that triggers the.envload), THEN readMAPBOX_STYLE. Reading the style before the token load silently falls back to the default style. See palette.md. - Classic vs Standard style. Several techniques here (basemap palette recolour,
the terrain boost-or-add
getStyle().layerswalk) assume a classic style (Streets/Outdoors/Light/Dark…-v12). The v3 default Standard style has no enumerable named layers — use slots +setConfigPropertyinstead. See v3-standard-style.md before porting to Standard.
Pick the technique
Read the matching reference file only when the task needs it:
| Task | Reference |
|------|-----------|
| Custom SVG/canvas markers, addImage/updateImage, namespacing, AA/fringing, circular image masks, anchoring | references/markers.md |
| Dashed/cased trail lines, line-dasharray units, translucency over hillshade, colour-by-attribute, line-gradient/lineMetrics | references/lines-and-trails.md |
| Hillshade, dense contours, 3D terrain (setTerrain), boost-or-add an existing style's terrain | references/terrain.md |
| Symbol-layer text labels that never hide icons (text-optional), AllTrails-style placement | references/labels.md |
| Recolour a base style's land/vegetation fills (palette shift / choropleth-style match) | references/palette.md |
| Custom popups, circular photo cards, zoom-scaled offsets | references/popups.md |
| Style expressions — interpolate/step/match/case, the zoom-outermost rule, feature-state in expressions | references/expressions.md |
| Hover/select via feature-state (not setData), queryRenderedFeatures caveats, clustering, GeoJSON perf, event hygiene | references/interaction-and-performance.md |
| Data viz & 3D — fill-extrusion buildings/extruded data, heatmap layer, data-join choropleth (feature-state/match), proportional symbols, sky/fog | references/dataviz-and-3d.md |
| three.js in the map — CustomLayerInterface + shared GL context, animated 3D objects/models, the baked-matrix vs reconstructed-camera (Threebox CameraSync) fork, raycast picking, ENU-metre scene space, constant screen-size actors, terrain elevation, far-plane clipping at pitch | references/three-custom-layer.md |
| Camera & animation — flyTo/easeTo/fitBounds padding, freeCameraOptions cinematics/orbit, flight/first-person camera (bearing+pitch choreography; roll is MapLibre-only), animated day–night cycle (setLights), HUD synced to camera, point-along-line, draw-in lines, paint transitions, spinning globe, the essential/reduced-motion gotcha | references/camera-and-animation.md |
| Style library & composition — first-party style catalog, choosing a base by use case, custom/third-party styles, style switcher, light/dark, hand-rolled style JSON | references/styles.md (+ assets/style-catalog.json) |
| setStyle wiping custom layers, the 0×0 resize() bug, SPA teardown / WebGL-context cap, token security, readiness events | references/lifecycle.md |
| v3 Standard style — slots vs beforeId, setConfigProperty/lightPreset, why layer-walking (palette/terrain) breaks; localisation, RTL, globe | references/v3-standard-style.md |
| Headless screenshot + pixel-accurate marker-alignment checks (Playwright, map.project) | references/verification.md |
Bundled resources
-
Starter code — assets/circular_image_marker.js: copy into a page to register a circular photo marker (canvas → premultiplied
ImageBitmap,destination-inmask, contact + drop shadow). Browser-only snippet, not a CLI — adapt theframeColor/box constants to your design. -
Verifier script — scripts/screenshot_map.py: drive headless Chromium to screenshot a served map page, assert a marker projects to its lng/lat, and surface console errors. Run it:
python -m http.server 8777 --directory <site-dir> & # serve the page uv run --with playwright scripts/screenshot_map.py \ http://localhost:8777/preview/index.html out.png --expect 146.9 -36.1 # exit 0 = no console errors; 10 = errors found; 5 = playwright missing; 7 = map never ready uv run --with playwright scripts/screenshot_map.py URL out.png --json | jq '.data' -
Staleness verifier — scripts/check-mapbox-facts.py: stdlib-only (no Playwright), guards the fast-moving facts this skill encodes (SKILL-RESOURCE-PROTOCOL §7).
--offline(default) asserts internal consistency — the v3 Standard config enums (lightPreset/theme), terrain tileset IDs, the weather (≥3.7) version gate, the no-native-camera-roll fact (roll is MapLibre GL JS v5, not Mapbox), and every style URL/id in assets/style-catalog.json.--liveresolves the third-party style URLs and probes whether Mapbox GL JS has shipped a major past v3.python scripts/check-mapbox-facts.py --offline # exit 0 ok, 4 inconsistency python scripts/check-mapbox-facts.py --live --json # exit 7 network, 10 drift
The three highest-value gotchas (full detail in the refs)
- Namespace every
addImagename (e.g."rcpin-<glyph>"). Mapbox styles ship sprite icons literally namedparking/toilet/etc — an un-namespacedhasImage()returnstruefor those and your icon is silently dropped. - Register icons as premultiplied
createImageBitmap(), not a rawHTMLImageElement/ImageData— straight-alpha sources make Mapbox fringe a white halo around anti-aliased edges.updateImage(name, bmp)recolours in place. - Data-driven
icon-offsetis silently ignored in GL JS v3. Use a constanticon-offset(it scales withicon-size) or split markers into separate symbol layers, each with its own constant anchor/offset.