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Reduce minimum polygon size for less blocky appearance
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@ -178,7 +178,7 @@ For line features, it drops any features that are too small to draw at all.
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This still leaves the lower zooms too dark (and too dense for the 500K tile limit,
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in some places), so I need to figure out an equitable way to throw features away.
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Any polygons that are smaller than a minimum area (currently 9 square subpixels) will
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Any polygons that are smaller than a minimum area (currently 4 square subpixels) will
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have their probability diffused, so that some of them will be drawn as a square of
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this minimum size and others will not be drawn at all, preserving the total area that
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all of them should have had together.
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@ -420,7 +420,7 @@ drawvec clip_poly(drawvec &geom, int z, int detail, int buffer) {
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drawvec reduce_tiny_poly(drawvec &geom, int z, int detail, bool *reduced, double *accum_area) {
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drawvec out;
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long long pixel = (1 << (32 - detail - z)) * 3;
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long long pixel = (1 << (32 - detail - z)) * 2;
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*reduced = true;
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@ -204,7 +204,7 @@ For line features, it drops any features that are too small to draw at all.
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This still leaves the lower zooms too dark (and too dense for the 500K tile limit,
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in some places), so I need to figure out an equitable way to throw features away.
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.PP
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Any polygons that are smaller than a minimum area (currently 9 square subpixels) will
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Any polygons that are smaller than a minimum area (currently 4 square subpixels) will
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have their probability diffused, so that some of them will be drawn as a square of
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this minimum size and others will not be drawn at all, preserving the total area that
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all of them should have had together.
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