Currently, when rasterizing a vector tile in the VectorTilesRasterOverlay, each geometry tile is rasterized successively to the canvas. This can cause some weird overlapping artifacts. Take a look at this example from the PhillyStressTest dataset I made for benchmarking:

The order of tiles in tilesToRender in this example starts at the top left tile and works its way right and down. The ordering of elements within a geometry tile is consistent: first polygons, then lines, then points. But because each geometry tile is drawn after all the elements in the previous geometry tile have been drawn, you can see that points here are being cut off at the edges of geometry tiles.
This is likely pretty easy to fix, by doing three passes over the list of tilesToRender to handle each geometry type.
Currently, when rasterizing a vector tile in the

VectorTilesRasterOverlay, each geometry tile is rasterized successively to the canvas. This can cause some weird overlapping artifacts. Take a look at this example from the PhillyStressTest dataset I made for benchmarking:The order of tiles in
tilesToRenderin this example starts at the top left tile and works its way right and down. The ordering of elements within a geometry tile is consistent: first polygons, then lines, then points. But because each geometry tile is drawn after all the elements in the previous geometry tile have been drawn, you can see that points here are being cut off at the edges of geometry tiles.This is likely pretty easy to fix, by doing three passes over the list of
tilesToRenderto handle each geometry type.