diff options
Diffstat (limited to 'src/mbgl/layout/symbol_layout.cpp')
-rw-r--r-- | src/mbgl/layout/symbol_layout.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/mbgl/layout/symbol_layout.cpp b/src/mbgl/layout/symbol_layout.cpp index edacaf9dda..4041b16a65 100644 --- a/src/mbgl/layout/symbol_layout.cpp +++ b/src/mbgl/layout/symbol_layout.cpp @@ -470,8 +470,8 @@ void SymbolLayout::createBucket(const ImagePositions&, std::unique_ptr<FeatureIn } for (auto& pair : bucket->paintProperties) { - pair.second.iconBinders.populateVertexVectors(feature, bucket->icon.vertices.vertexSize(), {}, {}); - pair.second.textBinders.populateVertexVectors(feature, bucket->text.vertices.vertexSize(), {}, {}); + pair.second.iconBinders.populateVertexVectors(feature, bucket->icon.vertices.elements(), {}, {}); + pair.second.textBinders.populateVertexVectors(feature, bucket->text.vertices.elements(), {}, {}); } } @@ -504,7 +504,7 @@ size_t SymbolLayout::addSymbol(Buffer& buffer, const auto &tex = symbol.tex; if (buffer.segments.empty() || buffer.segments.back().vertexLength + vertexLength > std::numeric_limits<uint16_t>::max()) { - buffer.segments.emplace_back(buffer.vertices.vertexSize(), buffer.triangles.indexSize()); + buffer.segments.emplace_back(buffer.vertices.elements(), buffer.triangles.elements()); } // We're generating triangle fans, so we always start with the first @@ -568,8 +568,8 @@ void SymbolLayout::addToDebugBuffers(SymbolBucket& bucket) { const std::size_t indexLength = feature.alongLine ? 6 : 8; if (collisionBuffer.segments.empty() || collisionBuffer.segments.back().vertexLength + vertexLength > std::numeric_limits<uint16_t>::max()) { - collisionBuffer.segments.emplace_back(collisionBuffer.vertices.vertexSize(), - feature.alongLine? bucket.collisionCircle.triangles.indexSize() : bucket.collisionBox.lines.indexSize()); + collisionBuffer.segments.emplace_back(collisionBuffer.vertices.elements(), + feature.alongLine? bucket.collisionCircle.triangles.elements() : bucket.collisionBox.lines.elements()); } auto& segment = collisionBuffer.segments.back(); |