On Wed, Oct 9, 2013 at 1:57 AM, Martin Davis wrote:
> I'm a bit late to the party here, but you might be interested in the idea
> of using Halton sequences as a way of producing "nicer than random" point
> distributions. See this post for some more details:
>
> http://lin-ear-th-inking.blogspot.
On Wed, Aug 21, 2013 at 11:43 PM, Phil Scadden wrote:
>
> How do you do 601 with two micro-symbols?
>>
>
> You do two PolygonSymbolizers, superimposed (and yes, in this case it's
> unavoidable
> that the two sets of micro symbols end up overlapping with each other,
> which is
> what is actually
>* Paint the symbols also when crossing the tile borders, but in this
case, make sure the other half of the symbol is painted on >the opposed
side of the image (tricky, but doable)
okay, I am impressed
With the above approach I don't believe I need to do this. Or am I
missing something?
If yo
On Tue, Aug 20, 2013 at 11:35 PM, Phil Scadden wrote:
> Since I work heavily with geological maps, I am going to be cheering
> this one. However, what happens to fill when a polygon crosses a tile
> boundary? Somehow you are going to need your micro pattern component to
> be placed so drawing it
Since I work heavily with geological maps, I am going to be cheering
this one. However, what happens to fill when a polygon crosses a tile
boundary? Somehow you are going to need your micro pattern component to
be placed so drawing it will not cross the boundary. Some of those
patterns would no
On Tue, Aug 20, 2013 at 1:56 PM, Jody Garnett wrote:
> To trade performance for pretty - you could also use a geometry
> transformation to generate random points within a polygon at a specific
> density, and then style the points with a PointSymbolizer.
>
I believe that would not generate consist