rename Tile to TileData
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@@ -130,8 +130,8 @@ void Painter::clear() {
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glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void Painter::render(const Tile::Ptr& tile) {
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if (tile->state != Tile::parsed) {
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void Painter::render(const TileData::Ptr& tile) {
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if (tile->state != TileData::parsed) {
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return;
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}
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@@ -147,7 +147,7 @@ void Painter::render(const Tile::Ptr& tile) {
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renderBackground();
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}
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void Painter::renderLayers(const std::shared_ptr<Tile>& tile, const std::vector<LayerDescription>& layers) {
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void Painter::renderLayers(const std::shared_ptr<TileData>& tile, const std::vector<LayerDescription>& layers) {
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// Render everything top-to-bottom by using reverse iterators
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typedef std::vector<LayerDescription>::const_reverse_iterator iterator;
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for (iterator it = layers.rbegin(), end = layers.rend(); it != end; ++it) {
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@@ -423,7 +423,7 @@ void Painter::renderPoint(PointBucket& bucket, const std::string& layer_name, co
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bucket.drawPoints(*pointShader);
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}
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void Painter::renderDebug(const Tile::Ptr& tile) {
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void Painter::renderDebug(const TileData::Ptr& tile) {
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// Disable depth test and don't count this towards the depth buffer,
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// but *don't* disable stencil test, as we want to clip the red tile border
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// to the tile viewport.
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