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Diffstat (limited to 'src/mbgl/layout/symbol_layout.cpp')
-rw-r--r--src/mbgl/layout/symbol_layout.cpp10
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();