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September 17, 2026 08:39
MultiCOGLayer reads tiles boundless so every band texture has the nominal tile size, which keeps the zero padding a COG stores past the image bounds. Zeros sample as real data, so at a coarse overview an edge tile draws an opaque band over its neighbours; on a scene whose coarsest overview is a third padding that is a black L across the map. Edge tiles now have their padding rewritten to the image's nodata value before upload, in both the primary and the stitched secondary path, so one nodata filter discards padding and fill alike. Images without a nodata value are unchanged. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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What I am changing
MultiCOGLayer edge tiles now get their padding rewritten to the file's nodata value before upload, in both the primary and the stitched secondary path, so a nodata filter throws it away along with the real nodata. Files without a nodata value are left alone.
How you can test it
Any nodata-stamped COG that isn't a whole number of tiles wide. DEA's public Sentinel-2 ARD works, but it's Int16 so you need #650 as well:
Zoom out until the coarse overviews draw. On
mainthere's a black band past the scene's right and bottom edges; with this it's transparent. Linear sampling still leaves a one-texel dark fringe where nodata blends into data; #640'sbandSampler: nearestfixes that.Related Issues
Related to #580, which clips the tile geometry to the array extent. This fixes the samples instead, so the two stack fine.
AI disclosure: written with Claude Code as a code assistant, reviewed by me.