change parameter order to be more consistent
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67d1813665
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c5de7d6051
@ -86,7 +86,7 @@ class TextRenderer extends ElementRenderer {
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setMatrix(pos, m, false);
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for (RenderElement l = layers.getTextureLayers(); l != null;)
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l = TextureLayer.Renderer.draw(l, scale, m);
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l = TextureLayer.Renderer.draw(l, m, scale);
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}
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}
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@ -94,19 +94,19 @@ public abstract class ElementRenderer extends LayerRenderer {
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while (l != null) {
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if (l.type == POLYGON) {
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l = PolygonLayer.Renderer.draw(pos, l, m, true, 1, 0);
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l = PolygonLayer.Renderer.draw(l, m, pos, 1, true, 0);
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continue;
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}
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if (l.type == LINE) {
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l = LineLayer.Renderer.draw(layers, l, pos, m, div);
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l = LineLayer.Renderer.draw(l, m, pos, div, layers);
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continue;
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}
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if (l.type == TEXLINE) {
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l = LineTexLayer.Renderer.draw(layers, l, pos, m, div);
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l = LineTexLayer.Renderer.draw(l, m, pos, div, layers);
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continue;
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}
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if (l.type == MESH) {
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l = MeshLayer.Renderer.draw(pos, l, m);
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l = MeshLayer.Renderer.draw(l, m, pos);
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continue;
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}
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log.debug("invalid layer {}", l.type);
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@ -122,7 +122,7 @@ public abstract class ElementRenderer extends LayerRenderer {
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continue;
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}
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if (l.type == SYMBOL) {
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l = TextureLayer.Renderer.draw(l, 1 / div, m);
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l = TextureLayer.Renderer.draw(l, m, 1 / div);
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continue;
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}
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log.debug("invalid layer {}", l.type);
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@ -628,8 +628,8 @@ public final class LineLayer extends RenderElement {
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return true;
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}
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public static RenderElement draw(ElementLayers layers, RenderElement curLayer,
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MapPosition pos, Matrices m, float scale) {
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public static RenderElement draw(RenderElement curLayer, Matrices m,
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MapPosition pos, float scale, ElementLayers layers) {
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if (curLayer == null)
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return null;
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@ -329,8 +329,8 @@ public final class LineTexLayer extends RenderElement {
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private final static int STRIDE = 12;
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private final static int LEN_OFFSET = 8;
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public static RenderElement draw(ElementLayers layers, RenderElement curLayer,
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MapPosition pos, Matrices m, float div) {
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public static RenderElement draw(RenderElement curLayer, Matrices m,
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MapPosition pos, float div, ElementLayers layers) {
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// shader failed to compile
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if (shader == 0)
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@ -119,8 +119,8 @@ public class MeshLayer extends RenderElement {
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return true;
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}
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public static RenderElement draw(MapPosition pos, RenderElement l,
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Matrices m) {
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public static RenderElement draw(RenderElement l, Matrices m,
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MapPosition pos) {
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GLState.blend(true);
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@ -261,25 +261,25 @@ public final class PolygonLayer extends RenderElement {
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/**
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* draw polygon layers (unil layer.next is not polygon layer)
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* using stencil buffer method
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*
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* @param pos
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* used to fade layers accorind to 'fade'
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* in layer.area.
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* @param renderElement
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* layer to draw (referencing vertices in current vbo)
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* @param m
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* current Matrices
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* @param first
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* pass true to clear stencil buffer region
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* @param pos
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* used to fade layers according to 'fade' in
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* layer.area style
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* @param div
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* scale relative to 'base scale' of the tile
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* @param clip
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* @param first
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* pass true to clear stencil buffer region
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* @param clipMode
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* clip to first quad in current vbo
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*
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* @return
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* next layer
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*/
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public static RenderElement draw(MapPosition pos, RenderElement renderElement,
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Matrices m, boolean first, float div, int clip) {
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public static RenderElement draw(RenderElement renderElement, Matrices m,
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MapPosition pos, float div, boolean first, int clipMode) {
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GLState.test(false, true);
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@ -305,7 +305,7 @@ public final class PolygonLayer extends RenderElement {
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continue;
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if (cur == start) {
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drawStencilRegion(first, clip);
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drawStencilRegion(first, clipMode);
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first = false;
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// op for stencil method polygon drawing
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@ -329,9 +329,9 @@ public final class PolygonLayer extends RenderElement {
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if (cur > 0)
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fillPolygons(m, start, cur, zoom, scale, div);
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if (clip > 0) {
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if (clipMode > 0) {
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if (first) {
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drawStencilRegion(first, clip);
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drawStencilRegion(first, clipMode);
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// disable writes to stencil buffer
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GL.glStencilMask(0x00);
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// enable writes to color buffer
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@ -364,7 +364,7 @@ public final class PolygonLayer extends RenderElement {
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* @param first in the first run the clip region is set based on
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* depth buffer and depth buffer is updated
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*/
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static void drawStencilRegion(boolean first, int mode) {
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static void drawStencilRegion(boolean first, int clipMode) {
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// disable drawing to color buffer
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GL.glColorMask(false, false, false, false);
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@ -382,7 +382,7 @@ public final class PolygonLayer extends RenderElement {
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// with depth test (GL_LESS) this ensures to only
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// draw where no other tile has drawn yet.
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//GL.glEnable(GL20.GL_POLYGON_OFFSET_FILL);
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if (mode > 1) {
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if (clipMode > 1) {
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// test GL_LESS and write to depth buffer
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GLState.test(true, true);
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GL.glDepthMask(true);
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@ -403,7 +403,7 @@ public final class PolygonLayer extends RenderElement {
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GL.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4);
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if (first) {
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if (mode > 1) {
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if (clipMode > 1) {
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// dont modify depth buffer
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GL.glDepthMask(false);
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// test only stencil
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@ -140,7 +140,7 @@ public abstract class TextureLayer extends RenderElement {
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pool.init(0);
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}
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public static RenderElement draw(RenderElement l, float scale, Matrices m) {
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public static RenderElement draw(RenderElement l, Matrices m, float scale) {
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GLState.test(false, false);
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GLState.blend(true);
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@ -473,25 +473,25 @@ public class TileRenderer extends LayerRenderer {
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while (l != null) {
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if (l.type == POLYGON) {
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l = PolygonLayer.Renderer.draw(pos, l, m, !clipped, div, mode);
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l = PolygonLayer.Renderer.draw(l, m, pos, div, !clipped, mode);
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clipped = true;
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continue;
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}
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if (!clipped) {
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// draw stencil buffer clip region
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PolygonLayer.Renderer.draw(pos, null, m, true, div, mode);
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PolygonLayer.Renderer.draw(null, m, pos, div, true, mode);
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clipped = true;
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}
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if (l.type == LINE) {
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l = LineLayer.Renderer.draw(t.layers, l, pos, m, scale);
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l = LineLayer.Renderer.draw(l, m, pos, scale, t.layers);
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continue;
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}
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if (l.type == TEXLINE) {
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l = LineTexLayer.Renderer.draw(t.layers, l, pos, m, div);
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l = LineTexLayer.Renderer.draw(l, m, pos, div, t.layers);
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continue;
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}
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if (l.type == MESH) {
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l = MeshLayer.Renderer.draw(pos, l, m);
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l = MeshLayer.Renderer.draw(l, m, pos);
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continue;
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}
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// just in case
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@ -501,7 +501,7 @@ public class TileRenderer extends LayerRenderer {
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l = t.layers.getTextureLayers();
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while (l != null) {
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if (!clipped) {
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PolygonLayer.Renderer.draw(pos, null, m, true, div, mode);
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PolygonLayer.Renderer.draw(null, m, pos, div, true, mode);
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clipped = true;
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}
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if (l.type == BITMAP) {
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