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-rw-r--r--src/mbgl/text/placement.cpp7
-rw-r--r--src/mbgl/text/placement.hpp3
2 files changed, 5 insertions, 5 deletions
diff --git a/src/mbgl/text/placement.cpp b/src/mbgl/text/placement.cpp
index 71e95bd4ac..6f6f4ecbae 100644
--- a/src/mbgl/text/placement.cpp
+++ b/src/mbgl/text/placement.cpp
@@ -109,11 +109,11 @@ Placement::Placement(std::shared_ptr<const UpdateParameters> updateParameters_,
Placement::Placement() : collisionIndex({}, MapMode::Static), collisionGroups(true) {}
-void Placement::placeLayer(const RenderLayer& layer, const mat4& projMatrix) {
+void Placement::placeLayer(const RenderLayer& layer) {
std::set<uint32_t> seenCrossTileIDs;
for (const auto& item : layer.getPlacementData()) {
Bucket& bucket = item.bucket;
- BucketPlacementParameters params{item.tile, projMatrix, layer.baseImpl->source, item.featureIndex};
+ BucketPlacementParameters params{item.tile, layer.baseImpl->source, item.featureIndex};
bucket.place(*this, params, seenCrossTileIDs);
}
}
@@ -158,8 +158,9 @@ void Placement::placeBucket(const SymbolBucket& bucket,
const bool pitchIconWithMap = layout.get<style::IconPitchAlignment>() == style::AlignmentType::Map;
mat4 posMatrix;
+ const auto& projMatrix = state.getProjectionMatrix();
state.matrixFor(posMatrix, renderTile.id);
- matrix::multiply(posMatrix, params.projMatrix, posMatrix);
+ matrix::multiply(posMatrix, projMatrix, posMatrix);
mat4 textLabelPlaneMatrix =
getLabelPlaneMatrix(posMatrix, pitchTextWithMap, rotateTextWithMap, state, pixelsToTileUnits);
diff --git a/src/mbgl/text/placement.hpp b/src/mbgl/text/placement.hpp
index 0d224f67de..46d560b673 100644
--- a/src/mbgl/text/placement.hpp
+++ b/src/mbgl/text/placement.hpp
@@ -89,7 +89,6 @@ private:
class BucketPlacementParameters {
public:
const RenderTile& tile;
- const mat4& projMatrix;
std::string sourceId;
std::shared_ptr<FeatureIndex> featureIndex;
};
@@ -115,7 +114,7 @@ public:
Placement(std::shared_ptr<const UpdateParameters>, optional<Immutable<Placement>> prevPlacement = nullopt);
Placement();
- void placeLayer(const RenderLayer&, const mat4&);
+ void placeLayer(const RenderLayer&);
void commit();
void updateLayerBuckets(const RenderLayer&, const TransformState&, bool updateOpacities) const;
float symbolFadeChange(TimePoint now) const;