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path: root/src/mbgl/renderer/buckets/fill_bucket.cpp
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Diffstat (limited to 'src/mbgl/renderer/buckets/fill_bucket.cpp')
-rw-r--r--src/mbgl/renderer/buckets/fill_bucket.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/mbgl/renderer/buckets/fill_bucket.cpp b/src/mbgl/renderer/buckets/fill_bucket.cpp
index ea79a1e687..6660934f8d 100644
--- a/src/mbgl/renderer/buckets/fill_bucket.cpp
+++ b/src/mbgl/renderer/buckets/fill_bucket.cpp
@@ -44,10 +44,8 @@ FillBucket::FillBucket(const FillBucket::PossiblyEvaluatedLayoutProperties,
FillBucket::~FillBucket() = default;
-void FillBucket::addFeature(const GeometryTileFeature& feature,
- const GeometryCollection& geometry,
- const ImagePositions& patternPositions,
- const PatternLayerMap& patternDependencies,
+void FillBucket::addFeature(const GeometryTileFeature& feature, const GeometryCollection& geometry,
+ const ImagePositions& patternPositions, const PatternLayerMap& patternDependencies,
std::size_t index) {
for (auto& polygon : classifyRings(geometry)) {
// Optimize polygons with many interior rings for earcut tesselation.
@@ -126,7 +124,8 @@ void FillBucket::upload(gfx::UploadPass& uploadPass) {
if (!uploaded) {
vertexBuffer = uploadPass.createVertexBuffer(std::move(vertices));
lineIndexBuffer = uploadPass.createIndexBuffer(std::move(lines));
- triangleIndexBuffer = triangles.empty() ? optional<gfx::IndexBuffer> {} : uploadPass.createIndexBuffer(std::move(triangles));
+ triangleIndexBuffer =
+ triangles.empty() ? optional<gfx::IndexBuffer>{} : uploadPass.createIndexBuffer(std::move(triangles));
}
for (auto& pair : paintPropertyBinders) {
@@ -146,7 +145,8 @@ float FillBucket::getQueryRadius(const RenderLayer& layer) const {
return util::length(translate[0], translate[1]);
}
-void FillBucket::update(const FeatureStates& states, const GeometryTileLayer& layer, const std::string& layerID, const ImagePositions& imagePositions) {
+void FillBucket::update(const FeatureStates& states, const GeometryTileLayer& layer, const std::string& layerID,
+ const ImagePositions& imagePositions) {
auto it = paintPropertyBinders.find(layerID);
if (it != paintPropertyBinders.end()) {
it->second.updateVertexVectors(states, layer, imagePositions);