#include #include #include #include using namespace llmr; void Painter::renderRaster(RasterBucket& bucket, std::shared_ptr layer_desc, const Tile::ID& /*id*/) { if (pass == Translucent) return; const RasterProperties &properties = layer_desc->getProperties(); depthMask(false); useProgram(rasterShader->program); rasterShader->setMatrix(matrix); rasterShader->setBuffer(0); rasterShader->setOpacity(1); // rasterShader->setOpacity(properties.opacity * tile_data->raster->opacity); glDepthRange(strata + strata_epsilon, 1.0f); bucket.drawRaster(*rasterShader, tileStencilBuffer, coveringRasterArray); depthMask(true); }