moved quadtree preprocessing out of RenderNode, fixes issue #326
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@@ -227,8 +227,12 @@ def main():
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else:
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else:
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qtree = quadtree.QuadtreeGen(w, destdir, rendermode=rendermode, **qtree_args)
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qtree = quadtree.QuadtreeGen(w, destdir, rendermode=rendermode, **qtree_args)
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q.append(qtree)
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q.append(qtree)
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# do quadtree-level preprocessing
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for qtree in q:
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qtree.go(options.procs)
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#create the distributed render
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# create the distributed render
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r = rendernode.RenderNode(q)
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r = rendernode.RenderNode(q)
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# write out the map and web assets
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# write out the map and web assets
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@@ -238,6 +242,7 @@ def main():
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# render the tiles!
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# render the tiles!
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r.go(options.procs)
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r.go(options.procs)
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# finish up the map
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m.finalize()
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m.finalize()
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@@ -149,7 +149,6 @@ class RenderNode(object):
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total += 4**q.p
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total += 4**q.p
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if q.p > max_p:
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if q.p > max_p:
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max_p = q.p
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max_p = q.p
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q.go(procs)
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self.max_p = max_p
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self.max_p = max_p
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# Render the highest level of tiles from the chunks
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# Render the highest level of tiles from the chunks
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results = collections.deque()
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results = collections.deque()
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