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