From 99e68b75d9c66cee40303f36c81142745a814790 Mon Sep 17 00:00:00 2001 From: Chris Loer Date: Thu, 25 May 2017 09:15:27 -0700 Subject: [core] Use fade texture in collision debug boxes so that they agree more closely with symbol shaders. --- src/mbgl/renderer/painters/painter_symbol.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'src/mbgl/renderer') diff --git a/src/mbgl/renderer/painters/painter_symbol.cpp b/src/mbgl/renderer/painters/painter_symbol.cpp index c358d78b80..dc80f096f4 100644 --- a/src/mbgl/renderer/painters/painter_symbol.cpp +++ b/src/mbgl/renderer/painters/painter_symbol.cpp @@ -154,7 +154,8 @@ void Painter::renderSymbol(PaintParameters& parameters, uniforms::u_maxzoom::Value{ float((tile.id.canonical.z + 1) * 10) }, uniforms::u_collision_y_stretch::Value{ tile.tile.yStretch() }, uniforms::u_camera_to_center_distance::Value{ state.getCameraToCenterDistance() }, - uniforms::u_pitch::Value{ state.getPitch() } + uniforms::u_pitch::Value{ state.getPitch() }, + uniforms::u_fadetexture::Value{ 1 } }, *bucket.collisionBox.vertexBuffer, *bucket.collisionBox.indexBuffer, -- cgit v1.2.1