Re: [mkgmap-dev] crash. Too many tiles?

2011-02-09 Thread Minko
Hi Valentijn, Here is an easy fix: the performance gets worse the smaller the tiles get. With max-nodes=150 I am able to split the Netherlands in a way that mkgmap didnt get stuck on too many nodes, and the routing is better in comparison with more tiles and max-nodes=100 Tested it on a

Re: [mkgmap-dev] splitter and long way-segments

2011-02-09 Thread Henning Scholland
Am 07.02.2011 23:45, schrieb Minko: Henning, Did you try a higher overlap setting? Maybe --overlap=6000 ? --overlap Nodes/ways/rels that fall outside an area will still be included if they are within this many map units. Default is 2000 Sorry for late answer, but I tried this already. In

Re: [mkgmap-dev] 0x10 for residential in default style

2011-02-09 Thread Minko
Hi Jeroen In your lines style I see 30 lines of code to render tunnels [0x12]. You could do this with one line as a layer on top of each highway: (tunnel=yes | tunnel=true) (railway!=subway | waterway!=*) [0x12 resolution 23 continue with_actions] This way you don't need to specify each road