diff --git a/src/mbgl/renderer/layers/render_background_layer.cpp b/src/mbgl/renderer/layers/render_background_layer.cpp index 8e06e7223..6458875d9 100644 --- a/src/mbgl/renderer/layers/render_background_layer.cpp +++ b/src/mbgl/renderer/layers/render_background_layer.cpp @@ -224,13 +224,13 @@ void RenderBackgroundLayer::update(const int32_t layerIndex, const auto& evaluated = getEvaluated(evaluatedProperties); // TODO: If background is solid, we can skip drawables and rely on the clear color - const auto passes = evaluated.get() == 0.0f ? RenderPass::None - : (!unevaluated.get().isUndefined() || - evaluated.get() < 1.0f || - evaluated.get().a < 1.0f) - ? RenderPass::Translucent - : RenderPass::Opaque | - RenderPass::Translucent; // evaluated based on opaquePassCutoff in render() + const auto drawPasses = evaluated.get() == 0.0f ? RenderPass::None + : (!unevaluated.get().isUndefined() || + evaluated.get() < 1.0f || + evaluated.get().a < 1.0f) + ? RenderPass::Translucent + : RenderPass::Opaque | + RenderPass::Translucent; // evaluated based on opaquePassCutoff in render() // unevaluated.hasTransition(); // getCrossfade(evaluatedProperties).t != 1; @@ -308,7 +308,7 @@ void RenderBackgroundLayer::update(const int32_t layerIndex, // We actually need to build things, so set up a builder if we haven't already if (!builder) { builder = context.createDrawableBuilder("background"); - builder->setRenderPass(passes); + builder->setRenderPass(drawPasses); builder->setShader(shader); builder->addTweaker(context.createDrawableTweaker()); builder->setColor(*color);