Re: [mkgmap-dev] Commit: r1449: Provide an alternative to using a multipolygon when generating the sea.

2009-12-31 Thread Mark Burton

Felix,
 
> Okay, so manual coastlines are probably still needed except for very 
> large extracts or islands.

Don't know what you mean by "manual coastlines" - the whole map is
"manual", isn't it?

> BTW it would be better to have mkgmap=land or similar, instead of 
> natural=land because natural=land does exist and is used. I would prefer 
> to have a different color for real natural=land vs mkgmap land background.

Well, according to the wiki (I know, who gives a flying fuck about the
wiki) it says about natural=land: "Land that exists within another
area, such as a lake. (i.e an island)." Spot on, I'd say. No one in
their right mind would think that natural=land wasn't appropriate
for island and other land masses. So I prefer to keep the default as
natural=land. I like it. But just for you Felix, I have put in an
option so you can specify the tag to use. Be creative.

Mark
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[mkgmap-dev] Commit: r1451: Allow tag used for land polygons to be specified (default is natural=land).

2009-12-31 Thread svn commit

Version 1451 was commited by markb on 2009-12-31 18:01:40 + (Thu, 31 Dec 
2009) 

Allow tag used for land polygons to be specified (default is natural=land).

This is done with a new generate-sea sub-option, usage is land-tag=TAG=VAL.

For example, --generate-sea=polygons,land-tag=foo=bah
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Re: [mkgmap-dev] Commit: r1449: Provide an alternative to using a multipolygon when generating the sea.

2009-12-31 Thread Felix Hartmann


On 31.12.2009 15:43, Mark Burton wrote:
> Felix,
>
>
>>> PS - try no-sea-sectors - e.g. --generate-sea=polygons,no-sea-sectors
>>>
>>>
>> Well if I use that option then I get the whole tile flooded.
>>  
> As I said before: "If you don't clip the coast, expect toast!"
>
>
>> The good thing is, the --generate-sea option only adds about 7-8% of
>> generation time. So it is not so slow anymore.
>>  
> Yes, that's a nice side effect of using this method of sea generation.
>
Okay, so manual coastlines are probably still needed except for very 
large extracts or islands.

BTW it would be better to have mkgmap=land or similar, instead of 
natural=land because natural=land does exist and is used. I would prefer 
to have a different color for real natural=land vs mkgmap land background.
> Mark
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Re: [mkgmap-dev] Commit: r1449: Provide an alternative to using a multipolygon when generating the sea.

2009-12-31 Thread Mark Burton

Felix,

> > PS - try no-sea-sectors - e.g. --generate-sea=polygons,no-sea-sectors
> >
> Well if I use that option then I get the whole tile flooded.

As I said before: "If you don't clip the coast, expect toast!"
 
> The good thing is, the --generate-sea option only adds about 7-8% of 
> generation time. So it is not so slow anymore.

Yes, that's a nice side effect of using this method of sea generation.

Mark
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Re: [mkgmap-dev] Commit: r1449: Provide an alternative to using a multipolygon when generating the sea.

2009-12-31 Thread Felix Hartmann
On 31.12.2009 15:28, Mark Burton wrote:
> PS - try no-sea-sectors - e.g. --generate-sea=polygons,no-sea-sectors
>
Well if I use that option then I get the whole tile flooded.

The good thing is, the --generate-sea option only adds about 7-8% of 
generation time. So it is not so slow anymore.
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Re: [mkgmap-dev] Commit: r1449: Provide an alternative to using a multipolygon when generating the sea.

2009-12-31 Thread Mark Burton

PS - try no-sea-sectors - e.g. --generate-sea=polygons,no-sea-sectors
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Re: [mkgmap-dev] Commit: r1449: Provide an alternative to using a multipolygon when generating the sea.

2009-12-31 Thread Mark Burton

Hi Felix,

> It worked in 12/13 tiles. See below the broken tile where no 0x10f1d 
> polygon for the sea (as defined in polygons file) got created at all, 
> furthermore 1 island is flooded (in the center of the tile). I used grey 
> as backround color so one can easily spot mistakes.

>From my meagre understanding of how the sea poly generation works, I
think you will always have issues if the coastline doesn't reach the
tile boundary (for non-islands).

Your example shows the coastline stopping short of the tile
boundary, so it's not going to work. I can't see how the sea poly
generation code can work around this - it's not psychic. 

Cheers,

Mark
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[mkgmap-dev] Commit: r1450: Add help blurb for --generate-sea.

2009-12-31 Thread svn commit

Version 1450 was commited by markb on 2009-12-31 12:08:38 + (Thu, 31 Dec 
2009) 

Add help blurb for --generate-sea.
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[mkgmap-dev] Commit: r1449: Provide an alternative to using a multipolygon when generating the sea.

2009-12-31 Thread svn commit

Version 1449 was commited by markb on 2009-12-31 12:00:01 + (Thu, 31 Dec 
2009) 

Provide an alternative to using a multipolygon when generating the sea.

The --generate-sea option can now take a comma separated list of values:

multipolygon - generate the sea using a multipolygon (the default
behaviour so this really doesn't need to be specified).

polygons | no-mp - don't generate the sea using a multipolygon - instead,
generate a background sea polygon plus individual land polygons with
tag natural=land. This requires a suitable land polygon type to be defined
in the style file (suggested type is 0x010100) and the polygon must be
defined in the TYP file as having a higher drawing level than the sea
polygon type.

no-sea-sectors - disable the generation of "sea sectors" when the
coastline fails to reach the tile's boundary.

An unrecognised option value or the value "help" will cause some help
blurb to be printed.

For backwards compatibility, with no values specified, the --generate-sea
option should behave as it did before.
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[mkgmap-dev] Commit: r1448: Added makeFakeId() to remove duplicate code.

2009-12-31 Thread svn commit

Version 1448 was commited by markb on 2009-12-31 11:59:57 + (Thu, 31 Dec 
2009) 

Added makeFakeId() to remove duplicate code.
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Re: [mkgmap-dev] [PATCH v1] - provide alternative sea drawing mechanism

2009-12-31 Thread Mark Burton

> Have you tried setting the polygon 0x10d "Basemap coverage area
> (background)" to white, too?

Don't think I have, will try sometime.

Cheers,

Mark
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Re: [mkgmap-dev] [PATCH v1] - provide alternative sea drawing mechanism

2009-12-31 Thread Ralf Kleineisel
On 12/30/2009 10:49 PM, Mark Burton wrote:

>> My Nuvi 255T does show the white background using my topo map.
> 
> My 255W ignores any colour change on the 0x4b polygon.

Have you tried setting the polygon 0x10d "Basemap coverage area
(background)" to white, too?
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Re: [mkgmap-dev] Baltic map looking good

2009-12-31 Thread Mark Burton

Hi Charlie,

> I see you've got lots of placeholder polygons in your TYP file.  Do you 
> know what these are / what they do / why one might want to use them?

If you use a TYP file, then you require either a polygon definition or
a placeholder for every type of polygon that you want in the map.
That's because those definitions specify the drawing level of the
polygon. If you leave out the definition/placeholder for a given type
of polygon, it will become invisible.

Cheers,

Mark
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Re: [mkgmap-dev] Baltic map looking good

2009-12-31 Thread Charlie Ferrero


Mark Burton wrote:
> Hi Bennie,
> 
> Thanks for the kind words.
> 
> I attach the TYP file I am currently using. It's very simple, I think
> most people use more complicated files than that.
> 
> I also attach the style files. They are fairly similar to the default
> files with a few tweaked values here and there. The seamark
> related stuff is experimental but will get submitted for inclusion in
> the default style when it settles down.
> 
> Cheers,
> 
> Mark
Mark,

I see you've got lots of placeholder polygons in your TYP file.  Do you 
know what these are / what they do / why one might want to use them?


-- 

Charlie
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Re: [mkgmap-dev] [PATCH v3] - provide alternative sea drawing mechanism

2009-12-31 Thread Mark Burton

Hi Manning,

> Thanks!  My archipelago is now OK.

Great, can you post a sample picture?
 
> In my style file I added this:
> natural=land [0x27 resolution 10]
> 
> in the typ file draw priority:
> 0x32 = 1
> 0x27 = 2
> all others = 3 and up

Very good - I did not know that 0x27 was land, it's not listed in my
various docs.
 
> I compiled the map using the --generate-sea=no-mp switch and all my
> problem islands (not sure if everything is OK) appears.
> Compilation took 2 minutes compared to the usual 118 min :)

Yes, the MP code was rather slow for big polys.

Cheers,

Mark
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Re: [mkgmap-dev] Baltic map looking good

2009-12-31 Thread Mark Burton

Hi Bennie,

Thanks for the kind words.

I attach the TYP file I am currently using. It's very simple, I think
most people use more complicated files than that.

I also attach the style files. They are fairly similar to the default
files with a few tweaked values here and there. The seamark
related stuff is experimental but will get submitted for inclusion in
the default style when it settles down.

Cheers,

Mark


M38d.TYP
Description: Binary data


points
Description: Binary data


polygons
Description: Binary data


lines
Description: Binary data
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