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I was talking about runtime rendering. It's a bit of a hard topic to talk about, as there are a multitude of use cases and approaches.

But in general, having more points really doesn't help with processing geo data. As you said yourself, you had to decimate the polygons. It's always compute vs. precision.

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> Representing that with non-overlapping polygons was impossible. So we just let them overlap and shrugged.

Yup, lots of weird edge cases. For that one, you could also represent it with a multipoly.

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