Thanks! My archipelago is now OK.
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
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 :)
On Thu, Dec 31, 2009 at 6:02 AM, Mark Burton ma...@ordern.com wrote:
v3 - generate land poly even if tile doesn't contain any sea (when
--generate-sea=no-mp is specified) so that GPS units that ignore the
colour of the background poly (0x4b) don't the wrong background colour.
-
v2 - avoid generating sea poly when unclipped tile contains coastline
but the clipped tile contains no coastline.
-
Firstly, I would like to thank everyone who responded to my
Understanding the sea post. From those posts and my own study, I
finally worked out what it does. And yes, it works pretty well inasmuch
that it generates some useful polygons. The sea sector heuristic
doesn't work for me so I have been disabling it.
The problem is, the end result is butt ugly. Our MP implementation
really can't do a good job on zillions of little islands.
After frigging around for a couple of days trying to improve the
visual quality, I tried the obvious alternative technique of not using
a MP but, instead, just having a sea background and then put the land
on top using plain polygons. Guess what? It works very nicely as the
attached pics show. I now have a splendid map of the Baltic area (OK
it's weird at the edges but that's not a problem for now).
Here's the (future) commit comment for this patch:
Provide an alternative to using a multipolygon when generating the
sea.
The --generate-sea option can now take a comma separated list of
values:
no-mp - don't generate the sea using a multipolygon - instead,
generate a background sea polygon and then 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.
With no values specified, the --generate-sea option should work as
before.
Oh yes, this patch doesn't include it, but I am also disabling the DP
code for polygons as it makes them weird.
Cheers and thanks again for the helpful postings.
Mark
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cheers,
maning
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