Currently, rasterizing the polygon into a set of tiles works using a scanline algorithm, without taking into account the vertices and edges of the input polygon. This can lead to situations where one or more of the input vertices are not contained within the resulting tile set.
This could be resolved by a second pass after the scanline algorithm, adding tiles along the polygon's path to the resulting set, for example via
TileAreaPolygonalBuilder.setEdgeStrategy(INCLUDE); // or EXCLUDE, MAJORITY, NONE, ...
Currently, rasterizing the polygon into a set of tiles works using a scanline algorithm, without taking into account the vertices and edges of the input polygon. This can lead to situations where one or more of the input vertices are not contained within the resulting tile set.
This could be resolved by a second pass after the scanline algorithm, adding tiles along the polygon's path to the resulting set, for example via