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-rw-r--r--src/text/collision.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/text/collision.cpp b/src/text/collision.cpp
index 6326bea825..2e0ec6dce2 100644
--- a/src/text/collision.cpp
+++ b/src/text/collision.cpp
@@ -19,11 +19,11 @@ Box getBox(const CollisionAnchor &anchor, const CollisionRect &bbox, float minSc
};
};
-Collision::Collision(float zoom, float tileExtent, float tileSize, float placementDepth)
+Collision::Collision(float zoom_, float tileExtent, float tileSize, float placementDepth)
// tile pixels per screen pixels at the tile's zoom level
: tilePixelRatio(tileExtent / tileSize),
- zoom(zoom),
+ zoom(zoom_),
// Calculate the maximum scale we can go down in our fake-3d rtree so that
// placement still makes sense. This is calculated so that the minimum
@@ -33,7 +33,7 @@ Collision::Collision(float zoom, float tileExtent, float tileSize, float placeme
// We don't want to place labels all the way to 25.5. This lets too many
// glyphs be placed, slowing down collision checking. Only place labels if
// they will show up within the intended zoom range of the tile.
- maxPlacementScale(std::exp(std::log(2) * util::min(3.0f, placementDepth, 25.5f - zoom))) {
+ maxPlacementScale(std::exp(std::log(2) * util::min(3.0f, placementDepth, 25.5f - zoom_))) {
const float m = 4096;
const float edge = m * tilePixelRatio * 2;