Re: [mkgmap-dev] Flooded islands

2021-03-14 Thread dfjkman
Hi Karl,

I suspect the reason is that Eckerö and other smaller islands are not
included in the MP Gulf of Bothnia with an inner role, the MP is a bay,
Fasta Åland is included with role inner. This would mean that the bay will
technically over lay the islands, apart from Fasta Åland, they would be
submerged. I presume on the GPS unit the islands are showing because the
order-by-decreasing-area option has been used so the smaller islands are
rendered on top of the bay

Regards,
Dave

-Original Message-
From: mkgmap-dev  On Behalf Of 7770
Sent: 14 March 2021 21:28
To: mkgmap-dev@lists.mkgmap.org.uk
Subject: [mkgmap-dev] Flooded islands

Hi.
I noted that many of the islands in the Åland archipalago (between Sweden
and
Finland) are flooded.
On a GPS unit (gpsmap 66st) the land looks like land, but when howering the
pointer over the area it shows the name of the sea, not the name if the
island.

In qmapshack the islands look flooded.
I checked one of the islands (Eckerö, which is westernmost) in JOSM, i could
not find any disconnected section nor any self crossing lines or similar
issues.

I do use the pre-made sea data when i run mkgmap.
I also tried running without the pre-made sea data, but it did not change
the flooding of these islands.

Two screenshots from qmapshack added to the file upload:
http://files.mkgmap.org.uk/detail/503
http://files.mkgmap.org.uk/detail/504


What could be the reason for the flooding?

regards
Karl




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[mkgmap-dev] Flooded islands

2021-03-14 Thread 7770
Hi.
I noted that many of the islands in the Åland archipalago (between Sweden and 
Finland) are flooded.
On a GPS unit (gpsmap 66st) the land looks like land, but when howering the 
pointer over the area it shows the name of the sea, not the name if the 
island.

In qmapshack the islands look flooded.
I checked one of the islands (Eckerö, which is westernmost) in JOSM, i could 
not find any disconnected section nor any self crossing lines or similar 
issues.

I do use the pre-made sea data when i run mkgmap.
I also tried running without the pre-made sea data, but it did not change the 
flooding of these islands.

Two screenshots from qmapshack added to the file upload:
http://files.mkgmap.org.uk/detail/503
http://files.mkgmap.org.uk/detail/504


What could be the reason for the flooding?

regards
Karl




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Re: [mkgmap-dev] tile takes very long time to generate

2021-03-14 Thread Gerd Petermann
Hi all,

I've started a new branch called faster-mp, see 
http://www.mkgmap.org.uk/websvn/revision.php?repname=mkgmap=4609
and the corresponding download link on the bottom of 
http://www.mkgmap.org.uk/download/mkgmap.html

So far I've only started to remove "old-style MP" support. There are still some 
parts of the code that I don't fullly understand, so
I think I have to create a functional unit test next, containing all the 
special cases like incomplete data , MP which are only partly inside of a tile 
or covering a complete tile and maybe also incorrect MP which should still be 
rendered somehow.

Gerd


Von: mkgmap-dev  im Auftrag von Gerd 
Petermann 
Gesendet: Sonntag, 14. März 2021 09:47
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] tile takes very long time to generate

Hi Ticker,

the handling of the inner/outer role is indeed strange. The program calculates 
the "real" roles first, based on geometry. Later it checks if the given roles 
from the relation and may ignore the MP if no way has an empty role or role 
outer. This test should be done first or not at all.

I think it is a good idea to calculate the roles based on geometry, for empty 
roles we need the code for this calculation anyway. I just think that mkgmap 
shouldn't care too much about invalid geometries when data is complete.
I have to think again about those cases where data is not complete. Even with 
splitter and --keep-complete this can happen, e.g. when the input for splitter 
already contains incomplete relations.

Maybe mkgmap can simply ignore incomplete MP after logging a warning.

Gerd



Von: mkgmap-dev  im Auftrag von Ticker 
Berkin 
Gesendet: Samstag, 13. März 2021 12:21
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] tile takes very long time to generate

Hi Gerd

I think the extra testing should be removed and the logic should work
on the assumption of correct data; just emitting warning/errors when
problems are found during the normal processing.

It also has extra complexity due to early versions of the splitter not
keeping relations/polygons complete. Presumably this can be simplified
now.

role=inner/outer handling is strange, it looks like it totally ignores
it! Going with "assuming correct data", conflicting "inner" and "outer"
in a JoinedWay should be flagged, otherwise any "inner" or "outer"
should be believed, with all null being considered "outer".

Ticker


On Sat, 2021-03-13 at 08:32 +, Gerd Petermann wrote:
> Hi all,
>
> most of the time that is needed to process complex multipolygons (MP)
> is spent in compex tests which try to detect invalid geometries like
> "inner" ring is not inside outer or overlapping /crossing rings. I
> wonder if it really makes sense to perform those tests in mkgmap. In
> JOSM, the strategy is like this:
> The renderer is optimistic and assumes that the geometry is correct,
> for invalid geometries "garbage in -> garbage out" is used. The
> validator performs a lot more tests and should find all the special
> cases mkgmap is looking for. This test is slow but still much faster
> than that in mkgmap (maybe 30 secs in JOSM, many minutes in mkgmap).
> If mkgmap finds invalid geometries the behaviour is still rather
> unpredictable. I've used JOSM to create some test cases with "inner"
> overlapping "outer" and sometimes the inner is completely ignores,
> sometimes not. So, I really wonder what all the complex code is
> doing.
>
> I've attached my test file
> I am not sure if I should try to improve the test code
> 1) to be faster or
> 2) to be more predictable or
> 3) both 1+2 or
> 4) if I should just remove all code that isn't needed to produce good
> results with correct data
>
> Gerd

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Re: [mkgmap-dev] tile takes very long time to generate

2021-03-14 Thread Gerd Petermann
Hi Ticker,

the handling of the inner/outer role is indeed strange. The program calculates 
the "real" roles first, based on geometry. Later it checks if the given roles 
from the relation and may ignore the MP if no way has an empty role or role 
outer. This test should be done first or not at all.

I think it is a good idea to calculate the roles based on geometry, for empty 
roles we need the code for this calculation anyway. I just think that mkgmap 
shouldn't care too much about invalid geometries when data is complete.
I have to think again about those cases where data is not complete. Even with 
splitter and --keep-complete this can happen, e.g. when the input for splitter 
already contains incomplete relations.

Maybe mkgmap can simply ignore incomplete MP after logging a warning.

Gerd



Von: mkgmap-dev  im Auftrag von Ticker 
Berkin 
Gesendet: Samstag, 13. März 2021 12:21
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] tile takes very long time to generate

Hi Gerd

I think the extra testing should be removed and the logic should work
on the assumption of correct data; just emitting warning/errors when
problems are found during the normal processing.

It also has extra complexity due to early versions of the splitter not
keeping relations/polygons complete. Presumably this can be simplified
now.

role=inner/outer handling is strange, it looks like it totally ignores
it! Going with "assuming correct data", conflicting "inner" and "outer"
in a JoinedWay should be flagged, otherwise any "inner" or "outer"
should be believed, with all null being considered "outer".

Ticker


On Sat, 2021-03-13 at 08:32 +, Gerd Petermann wrote:
> Hi all,
>
> most of the time that is needed to process complex multipolygons (MP)
> is spent in compex tests which try to detect invalid geometries like
> "inner" ring is not inside outer or overlapping /crossing rings. I
> wonder if it really makes sense to perform those tests in mkgmap. In
> JOSM, the strategy is like this:
> The renderer is optimistic and assumes that the geometry is correct,
> for invalid geometries "garbage in -> garbage out" is used. The
> validator performs a lot more tests and should find all the special
> cases mkgmap is looking for. This test is slow but still much faster
> than that in mkgmap (maybe 30 secs in JOSM, many minutes in mkgmap).
> If mkgmap finds invalid geometries the behaviour is still rather
> unpredictable. I've used JOSM to create some test cases with "inner"
> overlapping "outer" and sometimes the inner is completely ignores,
> sometimes not. So, I really wonder what all the complex code is
> doing.
>
> I've attached my test file
> I am not sure if I should try to improve the test code
> 1) to be faster or
> 2) to be more predictable or
> 3) both 1+2 or
> 4) if I should just remove all code that isn't needed to produce good
> results with correct data
>
> Gerd

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