#include #include namespace mbgl { namespace style { void BackgroundLayer::Impl::cascade(const CascadeParameters& parameters) { paint.cascade(parameters); } bool BackgroundLayer::Impl::evaluate(const PropertyEvaluationParameters& parameters) { paint.evaluate(parameters); passes = paint.evaluated.get() > 0 ? RenderPass::Translucent : RenderPass::None; return paint.hasTransition(); } std::unique_ptr BackgroundLayer::Impl::createBucket(BucketParameters&, const GeometryTileLayer&) const { return nullptr; } } // namespace style } // namespace mbgl