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] [PATCH v3] - provide alternative sea drawing mechanism

2009-12-30 Thread maning sambale
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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wiki: http://esambale.wikispaces.com/
blog: http://epsg4253.wordpress.com/
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