The badge and category glyphs were registered as SDF images (a single alpha shape MapLibre tints at render time via icon-color) purely so one shared sprite could be recolored per category. But SDF rendering assumes the source actually encodes a distance field — a smooth multi-pixel gradient at every edge — and these were just normally antialiased rasters (a sharp ~1px transition). MapLibre's SDF antialiasing pass softened every edge as a result, visibly blurrier than the base map's own icons, worst on the small category glyph. The glyph color never varies (always white), so it never needed runtime tinting at all: _registerCategoryGlyphs now bakes #fff directly into the raster and registers one plain image per category. The badge color does vary (arbitrary per-file hex), but a real POI export only has a handful of distinct category colors, so _registerBadgeColors rasterizes one sharp image per distinct color actually present in the points being shown, cached by color, instead of one shared image tinted at render time.