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Trying to follow Vlad's suggestion and work from the top down.
Doesn't quite work yet, but seems like the right thing to do. From the bottom up, indexing is a mess because of the buffering, and includes unneeded areas in the bounding boxes of big features.
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@@ -18,6 +18,7 @@ typedef std::vector<draw> drawvec;
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drawvec decode_geometry(char **meta, int z, unsigned tx, unsigned ty, int detail);
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void to_tile_scale(drawvec &geom, int z, int detail);
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drawvec remove_noop(drawvec geom, int type);
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drawvec clip_point(drawvec &geom, int z, int detail, long long buffer);
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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 clip_lines(drawvec &geom, int z, int detail, long long buffer);
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