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-rw-r--r--src/mbgl/text/placement.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/mbgl/text/placement.cpp b/src/mbgl/text/placement.cpp
index 0bc63c3c6a..73a6d9d228 100644
--- a/src/mbgl/text/placement.cpp
+++ b/src/mbgl/text/placement.cpp
@@ -354,7 +354,7 @@ void Placement::placeSymbolBucket(const BucketPlacementData& params, std::set<ui
textBoxes.clear();
if (mapMode == MapMode::Tile && !isFirstAnchor &&
- collisionIndex.intercectsTileEdges(symbolInstance.textCollisionFeature.boxes.front(),
+ collisionIndex.intersectsTileEdges(symbolInstance.textCollisionFeature.boxes.front(),
shift,
posMatrix,
pixelRatio,
@@ -596,11 +596,11 @@ void Placement::placeSymbolBucket(const BucketPlacementData& params, std::set<ui
auto collisionBoxIntersectsTileEdges = [&](const CollisionBox& collisionBox, Point<float> shift) -> bool {
bool intersects =
- collisionIndex.intercectsTileEdges(collisionBox, shift, renderTile.matrix, pixelRatio, *tileBorders);
+ collisionIndex.intersectsTileEdges(collisionBox, shift, renderTile.matrix, pixelRatio, *tileBorders);
// Check if this symbol intersects the neighbor tile borders. If so, it also shall be placed with priority.
for (const auto& neighbor : neightbors) {
if (intersects) break;
- intersects = collisionIndex.intercectsTileEdges(
+ intersects = collisionIndex.intersectsTileEdges(
collisionBox, shift + neighbor.shift, neighbor.matrix, pixelRatio, neighbor.borders);
}
return intersects;