Fix variable shadowing
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@@ -81,7 +81,7 @@ public:
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timestamp time);
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void renderLayers(util::ptr<StyleLayerGroup> group);
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void renderLayer(util::ptr<StyleLayer> layer_desc, RenderPass pass, const Tile::ID* id = nullptr, const mat4* matrix = nullptr);
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void renderLayer(util::ptr<StyleLayer> layer_desc, const Tile::ID* id = nullptr, const mat4* matrix = nullptr);
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// Renders a particular layer from a tile.
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void renderTileLayer(const Tile& tile, util::ptr<StyleLayer> layer_desc, const mat4 &matrix);
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@@ -259,7 +259,7 @@ void Painter::renderLayers(util::ptr<StyleLayerGroup> group) {
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for (auto it = group->layers.rbegin(), end = group->layers.rend(); it != end; ++it, ++i) {
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setOpaque();
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setStrata(i * strata_thickness);
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renderLayer(*it, RenderPass::Opaque);
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renderLayer(*it);
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}
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if (debug::renderTree) {
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std::cout << std::string(--indent * 4, ' ') << "}" << std::endl;
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@@ -275,14 +275,14 @@ void Painter::renderLayers(util::ptr<StyleLayerGroup> group) {
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for (auto it = group->layers.begin(), end = group->layers.end(); it != end; ++it, --i) {
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setTranslucent();
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setStrata(i * strata_thickness);
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renderLayer(*it, RenderPass::Translucent);
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renderLayer(*it);
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}
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if (debug::renderTree) {
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std::cout << std::string(--indent * 4, ' ') << "}" << std::endl;
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}
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}
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void Painter::renderLayer(util::ptr<StyleLayer> layer_desc, RenderPass pass, const Tile::ID* id, const mat4* matrix) {
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void Painter::renderLayer(util::ptr<StyleLayer> layer_desc, const Tile::ID* id, const mat4* matrix) {
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if (layer_desc->type == StyleLayerType::Background) {
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// This layer defines a background color/image.
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@@ -33,9 +33,9 @@ void Painter::renderRaster(RasterBucket& bucket, util::ptr<StyleLayer> layer_des
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for (const util::ptr<StyleLayer> &layer : layer_desc->layers->layers) {
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setOpaque();
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renderLayer(layer, RenderPass::Opaque, &id, &preMatrix);
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renderLayer(layer, &id, &preMatrix);
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setTranslucent();
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renderLayer(layer, RenderPass::Translucent, &id, &preMatrix);
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renderLayer(layer, &id, &preMatrix);
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}
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if (bucket.properties.blur > 0) {
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