Fix the wrong order of the boundary rectangles in TileAvailability #9098
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When rectangles are inserted into the
QuadtreeNode
inTileAvailability
, they are ordered by level using the index returned bybinarySearch()
. However, it negates the index when it is 0, which results in the wrong order of the rectangle lists and wrongly identify a tile is not available. This is the Sandcastle exampleBelow is the visual problem:
Before the fix. The tile is not really detail because it is falsely identified as unavailable and therefore, upsampled from the parent
After the fix. It is much more detail now
@lilleyse Can you please take a look at it? Please let me know if I should add anything