#pragma once #include #include namespace mbgl { // A TileMask is a set of TileIDs that describe what part of a tile should be rendered. It omits // those parts of the tile that are covered by other/better tiles. If the entire tile should be // rendered, it contains the { 0, 0, 0 } tile. If it's empty, no part of the tile will be rendered. // TileMasks are typically generated with algorithm::updateTileMasks(). using TileMask = std::set; } // namespace mbgl