[core] Adhere to vertices/vertexBuffer naming convention
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@@ -46,14 +46,14 @@ void Painter::renderBackground(PaintParameters& parameters, const BackgroundLaye
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patternShader.u_opacity = properties.backgroundOpacity;
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spriteAtlas->bind(true, context, 0);
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arrayBackgroundPattern.bind(patternShader, tileTriangleVertexes, BUFFER_OFFSET(0), context);
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arrayBackgroundPattern.bind(patternShader, tileTriangleVertexBuffer, BUFFER_OFFSET(0), context);
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} else {
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context.program = plainShader.getID();
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plainShader.u_color = properties.backgroundColor;
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plainShader.u_opacity = properties.backgroundOpacity;
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arrayBackground.bind(plainShader, tileTriangleVertexes, BUFFER_OFFSET(0), context);
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arrayBackground.bind(plainShader, tileTriangleVertexBuffer, BUFFER_OFFSET(0), context);
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}
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context.stencilTest = false;
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@@ -84,7 +84,7 @@ void Painter::renderBackground(PaintParameters& parameters, const BackgroundLaye
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plainShader.u_matrix = vertexMatrix;
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}
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MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, static_cast<GLsizei>(tileTriangleVertexes.vertexCount)));
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MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, static_cast<GLsizei>(tileTriangleVertexBuffer.vertexCount)));
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}
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}
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