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When generating shaded tiles draw to pix buffer directly instead of calling Set() for each pixel. Set resize filter for generating pyramid tiles to Lanczos3 because of better visual results.
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@ -169,7 +169,7 @@ func fuseTile(scratch *image.RGBA, job *pyramidJob) (err error) {
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draw.Draw(scratch, r, img, sr.Min, draw.Src)
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}
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resized := resize.Resize(256, 256, scratch, resize.Bicubic)
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resized := resize.Resize(256, 256, scratch, resize.Lanczos3)
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var outFile *os.File
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if outFile, err = os.Create(job.dst); err != nil {
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