#include #include #include using namespace llmr; void Painter::renderRaster(RasterBucket& bucket, const std::string& layer_name, const Tile::ID& /*id*/) { if (pass == Translucent) return; auto raster_properties = map.getStyle().computed.rasters; auto raster_properties_it = raster_properties.find(layer_name); if (raster_properties_it == raster_properties.end()) return; const RasterProperties& properties = raster_properties_it->second; if (!properties.enabled) return; depthMask(false); useProgram(rasterShader->program); rasterShader->setMatrix(matrix); rasterShader->setOpacity(1); // rasterShader->setOpacity(properties.opacity * tile_data->raster->opacity); glDepthRange(strata + strata_epsilon, 1.0f); bucket.drawRaster(*rasterShader, tileStencilBuffer, coveringRasterArray); depthMask(true); }