don't respect opacity when prerendering tile; we do opacity at composite-time
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@@ -17,6 +17,7 @@ void Painter::renderPrerenderedTexture(Bucket &bucket, const GenericProperties &
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glActiveTexture(GL_TEXTURE0);
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rasterShader->setImage(0);
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rasterShader->setBuffer(buffer);
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rasterShader->setOpacity(properties.opacity);
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bucket.prerendered->bindTexture();
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coveringRasterArray.bind(*rasterShader, tileStencilBuffer, BUFFER_OFFSET(0));
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
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