1 #pragma once 2 3 #include <mbgl/tile/tile_id.hpp> 4 5 #include <set> 6 7 namespace mbgl { 8 9 // A TileMask is a set of TileIDs that describe what part of a tile should be rendered. It omits 10 // those parts of the tile that are covered by other/better tiles. If the entire tile should be 11 // rendered, it contains the { 0, 0, 0 } tile. If it's empty, no part of the tile will be rendered. 12 // TileMasks are typically generated with algorithm::updateTileMasks(). 13 using TileMask = std::set<CanonicalTileID>; 14 15 } // namespace mbgl 16