switch from low/high to from/to
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@@ -33,13 +33,13 @@ void Painter::renderFill(FillBucket& bucket, util::ptr<StyleLayer> layer_desc, c
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stroke_color[3] *= properties.opacity;
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}
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const bool pattern = properties.image.low.size();
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const bool pattern = properties.image.from.size();
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bool outline = properties.antialias && !pattern && properties.stroke_color != properties.fill_color;
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bool fringeline = properties.antialias && !pattern && properties.stroke_color == properties.fill_color;
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// Because we're drawing top-to-bottom, and we update the stencil mask
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// below, we have to draw the outline first (!)
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// befrom, we have to draw the outline first (!)
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if (outline && pass == RenderPass::Translucent) {
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useProgram(outlineShader->program);
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outlineShader->u_matrix = vtxMatrix;
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@@ -59,20 +59,20 @@ void Painter::renderFill(FillBucket& bucket, util::ptr<StyleLayer> layer_desc, c
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if (pattern) {
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// Image fill.
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if (pass == RenderPass::Translucent) {
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const SpriteAtlasPosition posA = spriteAtlas.getPosition(properties.image.low, true);
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const SpriteAtlasPosition posB = spriteAtlas.getPosition(properties.image.high, true);
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const SpriteAtlasPosition posA = spriteAtlas.getPosition(properties.image.from, true);
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const SpriteAtlasPosition posB = spriteAtlas.getPosition(properties.image.to, true);
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float factor = 8.0 / std::pow(2, state.getIntegerZoom() - id.z);
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mat3 patternMatrixA;
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matrix::identity(patternMatrixA);
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matrix::scale(patternMatrixA, patternMatrixA,
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1.0f / (posA.size[0] * factor * properties.image.lowScale),
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1.0f / (posA.size[1] * factor * properties.image.lowScale));
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1.0f / (posA.size[0] * factor * properties.image.fromScale),
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1.0f / (posA.size[1] * factor * properties.image.fromScale));
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mat3 patternMatrixB;
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matrix::identity(patternMatrixB);
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matrix::scale(patternMatrixB, patternMatrixB,
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1.0f / (posB.size[0] * factor * properties.image.highScale),
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1.0f / (posB.size[1] * factor * properties.image.highScale));
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1.0f / (posB.size[0] * factor * properties.image.toScale),
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1.0f / (posB.size[1] * factor * properties.image.toScale));
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useProgram(patternShader->program);
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patternShader->u_matrix = vtxMatrix;
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