code: function () {
  		var bounds = this._renderer._bounds;
  
  		this._parts = [];
  		if (!this._pxBounds || !this._pxBounds.intersects(bounds)) {
  			return;
  		}
  
  		if (this.options.noClip) {
  			this._parts = this._rings;
  			return;
  		}
  
  		var parts = this._parts,
  		    i, j, k, len, len2, segment, points;
  
  		for (i = 0, k = 0, len = this._rings.length; i < len; i++) {
  			points = this._rings[i];
  
  			for (j = 0, len2 = points.length; j < len2 - 1; j++) {
  				segment = L.LineUtil.clipSegment(points[j], points[j + 1], bounds, j, true);
  
  				if (!segment) { continue; }
  
  				parts[k] = parts[k] || [];
  				parts[k].push(segment[0]);
  
  				// if segment goes out of screen, or it's the last one, it's the end of the line part
  				if ((segment[1] !== points[j + 1]) || (j === len2 - 2)) {
  					parts[k].push(segment[1]);
  					k++;
  				}
  			}
  		}
  	}
docs: clip polyline by renderer bounds so that we have less to render for performance