refreshGlVectorLayerPaint

fun refreshGlVectorLayerPaint(layerId: String, resetTextAtlas: Boolean = true)

Rebuilds GLES vector draw data after paint changes on a layer with VectorTileLayer.glRenderingActive (fill/line meshes, symbol instances, text atlas glyphs).

Parameters

resetTextAtlas

when true, also wipes VectorTextAtlas. Only needed when previously packed glyphs must be discarded outright (e.g. a raster-affecting change). Leave it false for an ordinary paint edit: VectorTextAtlas keys entries by size/color/weight, so a changed property simply packs new entries and the stale ones go unreferenced, while VectorSymbolLayerRenderer's instance-cache keys fold in the atlas generation and so already rebuild against current UVs.

Resetting is not free and not neutral: VectorTextAtlas.reset drops back to a 1024px atlas, and its growth path resumes packing at packY = oldAtlasSizePx, so each doubling only makes the newly added half usable. Re-packing a few hundred unique place-name glyphs through that chain overruns the 4096px cap, ensureGlyph starts returning null, and stacked name lines are silently skipped (?: continue in VectorTextLayout.resolveStackedTextInstances) — the value line survives because it is composed from shared digit glyphs. Symptom: values render, names vanish.