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-rw-r--r--src/mbgl/renderer/painter.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/mbgl/renderer/painter.cpp b/src/mbgl/renderer/painter.cpp
index 5670c4098e..d5dfed4421 100644
--- a/src/mbgl/renderer/painter.cpp
+++ b/src/mbgl/renderer/painter.cpp
@@ -303,8 +303,8 @@ std::vector<RenderItem> Painter::determineRenderOrder(const Style& style) {
if (layer.bucket->visibility == VisibilityType::None) continue;
if (layer.type == StyleLayerType::Background) {
// This layer defines a background color/image.
- if (layer.properties.is<BackgroundProperties>()) {
- auto &props = layer.properties.get<BackgroundProperties>();
+ if (layer.properties.is<BackgroundPaintProperties>()) {
+ auto& props = layer.properties.get<BackgroundPaintProperties>();
if (props.image.from.empty()) {
// This is a solid background. We can use glClear().
background = props.color;
@@ -381,7 +381,7 @@ std::vector<RenderItem> Painter::determineRenderOrder(const Style& style) {
void Painter::renderBackground(const StyleLayer &layer_desc) {
// Note: This function is only called for textured background. Otherwise, the background color
// is created with glClear.
- const BackgroundProperties& properties = layer_desc.getProperties<BackgroundProperties>();
+ const BackgroundPaintProperties& properties = layer_desc.getProperties<BackgroundPaintProperties>();
if (!properties.image.to.empty()) {
if ((properties.opacity >= 1.0f) != (pass == RenderPass::Opaque))