renderWorlds(executorGroup, frameState, opt_declutterTree) {
    const extent = frameState.extent;
    const viewState = frameState.viewState;
    const center = viewState.center;
    const resolution = viewState.resolution;
    const projection = viewState.projection;
    const rotation = viewState.rotation;
    const projectionExtent = projection.getExtent();
    const vectorSource = this.getLayer().getSource();
    const pixelRatio = frameState.pixelRatio;
    const viewHints = frameState.viewHints;
    const snapToPixel = !(
      viewHints[ViewHint.ANIMATING] || viewHints[ViewHint.INTERACTING]
    );
    const context = this.context;
    const width = Math.round(frameState.size[0] * pixelRatio);
    const height = Math.round(frameState.size[1] * pixelRatio);

    const multiWorld = vectorSource.getWrapX() && projection.canWrapX();
    const worldWidth = multiWorld ? getWidth(projectionExtent) : null;
    const endWorld = multiWorld
      ? Math.ceil((extent[2] - projectionExtent[2]) / worldWidth) + 1
      : 1;
    let world = multiWorld
      ? Math.floor((extent[0] - projectionExtent[0]) / worldWidth)
      : 0;
    do {
      const transform = this.getRenderTransform(
        center,
        resolution,
        rotation,
        pixelRatio,
        width,
        height,
        world * worldWidth
      );
      executorGroup.execute(
        context,
        1,
        transform,
        rotation,
        snapToPixel,
        undefined,
        opt_declutterTree
      );
    } while (++world < endWorld);
  }
/**
   * @param {ExecutorGroup} executorGroup Executor group.
   * @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
   * @param {import("rbush").default} [opt_declutterTree] Declutter tree.
   */
@param {ExecutorGroup} executorGroup Executor group.
@param { ExecutorGroup } executorGroup Executor group .
renderWorlds(executorGroup, frameState, opt_declutterTree) {
    const extent = frameState.extent;
    const viewState = frameState.viewState;
    const center = viewState.center;
    const resolution = viewState.resolution;
    const projection = viewState.projection;
    const rotation = viewState.rotation;
    const projectionExtent = projection.getExtent();
    const vectorSource = this.getLayer().getSource();
    const pixelRatio = frameState.pixelRatio;
    const viewHints = frameState.viewHints;
    const snapToPixel = !(
      viewHints[ViewHint.ANIMATING] || viewHints[ViewHint.INTERACTING]
    );
    const context = this.context;
    const width = Math.round(frameState.size[0] * pixelRatio);
    const height = Math.round(frameState.size[1] * pixelRatio);
    const multiWorld = vectorSource.getWrapX() && projection.canWrapX();
    const worldWidth = multiWorld ? getWidth(projectionExtent) : null;
    const endWorld = multiWorld
      ? Math.ceil((extent[2] - projectionExtent[2]) / worldWidth) + 1
      : 1;
    let world = multiWorld
      ? Math.floor((extent[0] - projectionExtent[0]) / worldWidth)
      : 0;
    do {
      const transform = this.getRenderTransform(
        center,
        resolution,
        rotation,
        pixelRatio,
        width,
        height,
        world * worldWidth
      );
      executorGroup.execute(
        context,
        1,
        transform,
        rotation,
        snapToPixel,
        undefined,
        opt_declutterTree
      );
    } while (++world < endWorld);
  }
renderWorlds ( executorGroup , frameState , opt_declutterTree ) { const extent = frameState . extent ; const viewState = frameState . viewState ; const center = viewState . center ; const resolution = viewState . resolution ; const projection = viewState . projection ; const rotation = viewState . rotation ; const projectionExtent = projection . getExtent ( ) ; const vectorSource = this . getLayer ( ) . getSource ( ) ; const pixelRatio = frameState . pixelRatio ; const viewHints = frameState . viewHints ; const snapToPixel = ! ( viewHints [ ViewHint . ANIMATING ] || viewHints [ ViewHint . INTERACTING ] ) ; const context = this . context ; const width = Math . round ( frameState . size [ 0 ] * pixelRatio ) ; const height = Math . round ( frameState . size [ 1 ] * pixelRatio ) ; const multiWorld = vectorSource . getWrapX ( ) && projection . canWrapX ( ) ; const worldWidth = multiWorld ? getWidth ( projectionExtent ) : null ; const endWorld = multiWorld ? Math . ceil ( ( extent [ 2 ] - projectionExtent [ 2 ] ) / worldWidth ) + 1 : 1 ; let world = multiWorld ? Math . floor ( ( extent [ 0 ] - projectionExtent [ 0 ] ) / worldWidth ) : 0 ; do { const transform = this . getRenderTransform ( center , resolution , rotation , pixelRatio , width , height , world * worldWidth ) ; executorGroup . execute ( context , 1 , transform , rotation , snapToPixel , undefined , opt_declutterTree ) ; } while ( ++ world < endWorld ) ; }
@param {ExecutorGroup} executorGroup Executor group.
@param { ExecutorGroup } executorGroup Executor group .