re-factored the way tiles are passed from quadtree through rendernode
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@@ -348,7 +348,7 @@ class RenderNode(object):
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@catch_keyboardinterrupt
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def render_worldtile_batch(batch):
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# batch is a list. Each item is [quadtree_id, colstart, colend, rowstart, rowend, tilepath]
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# batch is a list of items to process. Each item is [quadtree_id, Tile object]
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global child_rendernode
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rendernode = child_rendernode
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count = 0
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@@ -356,20 +356,9 @@ def render_worldtile_batch(batch):
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for job in batch:
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count += 1
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quadtree = rendernode.quadtrees[job[0]]
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colstart = job[1]
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colend = job[2]
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rowstart = job[3]
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rowend = job[4]
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path = job[5]
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poi_queue = quadtree.world.poi_q
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path = quadtree.full_tiledir+os.sep+path
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# (even if tilechunks is empty, render_worldtile will delete
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# existing images if appropriate)
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# And uses these chunks
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tilechunks = quadtree.get_chunks_in_range(colstart, colend, rowstart,rowend)
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#logging.debug(" tilechunks: %r", tilechunks)
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quadtree.render_worldtile(tilechunks,colstart, colend, rowstart, rowend, path, poi_queue)
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tile = job[1]
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quadtree.render_worldtile(tile)
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return count
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@catch_keyboardinterrupt
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