summaryrefslogtreecommitdiff
path: root/src/mbgl/renderer/sources/render_vector_source.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/mbgl/renderer/sources/render_vector_source.cpp')
-rw-r--r--src/mbgl/renderer/sources/render_vector_source.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/mbgl/renderer/sources/render_vector_source.cpp b/src/mbgl/renderer/sources/render_vector_source.cpp
index 3990cb86fa..7035be9cf2 100644
--- a/src/mbgl/renderer/sources/render_vector_source.cpp
+++ b/src/mbgl/renderer/sources/render_vector_source.cpp
@@ -25,21 +25,21 @@ void RenderVectorSource::update(Immutable<style::Source::Impl> baseImpl_,
enabled = needsRendering;
- optional<Tileset> _tileset = impl().getTileset();
+ const optional<Tileset>& implTileset = impl().tileset;
// In Continuous mode, keep the existing tiles if the new tileset is not
// yet available, thus providing smart style transitions without flickering.
// In other modes, allow clearing the tile pyramid first, before the early
// return in order to avoid render tests being flaky.
- bool canUpdateTileset = _tileset || parameters.mode != MapMode::Continuous;
- if (canUpdateTileset && tileset != _tileset) {
- tileset = _tileset;
+ bool canUpdateTileset = implTileset || parameters.mode != MapMode::Continuous;
+ if (canUpdateTileset && tileset != implTileset) {
+ tileset = implTileset;
// TODO: this removes existing buckets, and will cause flickering.
// Should instead refresh tile data in place.
tilePyramid.clearAll();
}
- if (!_tileset) {
+ if (!implTileset) {
return;
}