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* Improve test for large maps The test fails for the current implementation as the map is too big. This should not be the case though. * Fix swatches to store more data The API of loadRawData takes an Ogre ushort which is an unsigned short which is guaranteed to be 16 bit. Hence we should static_cast to a uint16_t instead of a uint8_t. This will result in the swatch being creatable for much larger textures * Minor refactoring of map display - Explain rationale behind maximum swatch split - Improve const correctness - Log better error if the map cannot be displayed - Move method updateDrawnUnder() to place where it can actually be executed * Improve log messages
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