Follow-up Comment #3, patch #2664 (project wesnoth):

This patch caused bug #18681, which can possibly be fixed by other ways. But
I am not sure about the performance cost of this. Applying image path
functions before cutting multi-hexes images is a big waste, because that
reapply them on the whole image before cutting each hex, so the work is
multiplied by the number of hexes and most modified pixels are directly
discarded.

I think it is possible to avoid this but it's some work with important
changes and I believe that 1.10 is near. Since using ~CROP() on multi-hex
terrain images seems not very useful (probably only used for one specific
terrain, where editing the image manually is faster and better that writing
numbers in WML). Also, ~CROP works with rectangle and terrain uses hex ;-p. I
suspect that the common case is recoloring a bunch of terrains using some
macros (btw this is currently used by ToD coloring) and we should not
sacrifice performance of the common for the very rare, at least until some
rewrite optimize all this.

So, IMHO, good idea but not worth the trouble for now.

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