l try if this helps. The current
code just tries to merge the longer sequence of common segments.
Gerd
Von: mkgmap-dev im Auftrag von Ticker
Berkin
Gesendet: Dienstag, 25. Mai 2021 10:11
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] Problems wi
Hi Gerd
I think we need to step back and consider the various stages towards a
good overview map which I see as:
0/ MultiPolygons spliting (just added this after I wrote the rest)
1/ subDiv shapeMerge
2/ filter chain into the ovm_ img
3/ loading all the ovm_ img into the combiner
4/ any special g
Gerd
Von: mkgmap-dev im Auftrag von Ticker
Berkin
Gesendet: Montag, 24. Mai 2021 18:00
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] Problems with sea in overview map
Hi Gerd
This seems to be false when combining the ovm_, rather than when
generating them!
It suppresses RoundCoord
enableLineCleanFilters
>
> Gerd
>
>
> Von: mkgmap-dev im Auftrag
> von Ticker Berkin
> Gesendet: Montag, 24. Mai 2021 17:33
> An: Development list for mkgmap
> Betreff: Re: [mkgmap-dev] Problems with sea in overview map
>
> Hi
Hi Ticker,
yes, it is. See usage of enableLineCleanFilters
Gerd
Von: mkgmap-dev im Auftrag von Ticker
Berkin
Gesendet: Montag, 24. Mai 2021 17:33
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] Problems with sea in overview map
Hi Gerd
Not
on Ticker Berkin
> Gesendet: Montag, 24. Mai 2021 17:11
> An: Development list for mkgmap
> Betreff: Re: [mkgmap-dev] Problems with sea in overview map
>
> Hi Gerd
>
> Re. last commit: preserve all horizontal and vertical lines in
> shapes.
>
> Do the cut lines go rig
etreff: Re: [mkgmap-dev] Problems with sea in overview map
Hi Gerd
Re. last commit: preserve all horizontal and vertical lines in shapes.
Do the cut lines go right across the outer polygon or just in from one
side to the hole? If all the way across, might this change inhibit the
merging to one s
Hi Gerd
Re. last commit: preserve all horizontal and vertical lines in shapes.
Do the cut lines go right across the outer polygon or just in from one
side to the hole? If all the way across, might this change inhibit the
merging to one side of the hole, or, if divided for some other reason
in th
rote:
> Oops, I meant
> should I remove mergeShapesFirst() completely?
>
> Gerd
>
>
> Von: mkgmap-dev im Auftrag
> von Gerd Petermann
> Gesendet: Montag, 24. Mai 2021 16:07
> An: Development list for mkgmap
> Betreff: Re
mpletely?
>
> Gerd
>
>
> Von: mkgmap-dev im Auftrag
> von Ticker Berkin
> Gesendet: Montag, 24. Mai 2021 15:57
> An: Development list for mkgmap
> Betreff: Re: [mkgmap-dev] Problems with sea in overview map
>
> Hi Gerd
>
> Not sure about
Oops, I meant
should I remove mergeShapesFirst() completely?
Gerd
Von: mkgmap-dev im Auftrag von Gerd
Petermann
Gesendet: Montag, 24. Mai 2021 16:07
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] Problems with sea in overview map
Hi Ticker
Hi Ticker,
you mean I should mergeShapesFirst() completely?
Gerd
Von: mkgmap-dev im Auftrag von Ticker
Berkin
Gesendet: Montag, 24. Mai 2021 15:57
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] Problems with sea in overview map
Hi Gerd
Hi Gerd
Not sure about this. It is a very drastic change and might break a lot
of the element>subdiv code (esp --order-by). Many element well be too
big and have to be split again.
It ends up as a merge attempt at all lines/shapes in the tile, so it
might as well be resolution independent!
Ticke
: Montag, 24. Mai 2021 15:03
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] Problems with sea in overview map
Hi Gerd
See other thread about DP / removeObsolete ordering. RemoveObsolete
tidies up the remains after DP has done things it shouldn't
For non-road lines re. first and las
f intersecting shapes. I think this is
> not a problem as long as ShapeSplitter can handle this. Can it?
>
> Gerd
>
>
> Von: mkgmap-dev im Auftrag
> von Ticker Berkin
> Gesendet: Montag, 24. Mai 2021 12:54
> An: Development list fo
as long as ShapeSplitter can handle this. Can it?
Gerd
Von: mkgmap-dev im Auftrag von Ticker
Berkin
Gesendet: Montag, 24. Mai 2021 12:54
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] Problems with sea in overview map
Hi Gerd
The meaning of the
uftrag
> von Ticker Berkin
> Gesendet: Samstag, 22. Mai 2021 13:30
> An: Development list for mkgmap
> Betreff: Re: [mkgmap-dev] Problems with sea in overview map
>
> Hi Gerd
>
> I've been doing experiments on tiles with much more sea and islands
> (tests before only ha
kgmap-dev-boun...@lists.mkgmap.org.uk>> im Auftrag von Ticker Berkin <
> rwb-mkg...@jagit.co.uk<mailto:rwb-mkg...@jagit.co.uk>>
> Gesendet: Samstag, 22. Mai 2021 13:30
> An: Development list for mkgmap
> Betreff: Re: [mkgmap-dev] Problems with sea in overview ma
ygons that have many inners, but
you don't see them often in the alps ;)
Gerd
Von: mkgmap-dev im Auftrag von Felix
Hartmann
Gesendet: Montag, 24. Mai 2021 11:07
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] Problems with sea in overv
_
> Von: mkgmap-dev im Auftrag von
> Ticker Berkin
> Gesendet: Samstag, 22. Mai 2021 13:30
> An: Development list for mkgmap
> Betreff: Re: [mkgmap-dev] Problems with sea in overview map
>
> Hi Gerd
>
> I've been doing experiments on tiles w
ShapeSplitter...
Gerd
Von: mkgmap-dev im Auftrag von Ticker
Berkin
Gesendet: Samstag, 22. Mai 2021 13:30
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] Problems with sea in overview map
Hi Gerd
I've been doing experiments on tiles wi
e where it improves something with r4734?
>
> Gerd
>
>
> Von: mkgmap-dev im Auftrag
> von Ticker Berkin
> Gesendet: Freitag, 21. Mai 2021 18:10
> An: Development list for mkgmap
> Betreff: Re: [mkgmap-dev] Problems with sea
p-dev im Auftrag von Ticker
Berkin
Gesendet: Freitag, 21. Mai 2021 18:10
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] Problems with sea in overview map
Hi Gerd
I'd been doing some investigation of filters ordering (based on trunk).
I'd also done the pre-filtering of li
Hi Gerd
I'd been doing some investigation of filters ordering (based on trunk).
I'd also done the pre-filtering of lines & shapes by minRes.
My conclusions are:
Shapes:
It is better to run SizeFilter after RemoveObsoleteFilter.
It is more efficient to run DP filter after both of these.
Lines:
L
Gerd
Petermann
Gesendet: Freitag, 21. Mai 2021 11:33
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] Problems with sea in overview map
Hi Ticker,
yes, I think it should be enough to replace the boundary nodes, the others are
already unique.
It might even be a good idea to merge all
blems with sea in overview map
Hi Gerd
When loading precomp sea tiles, shouldn't SeaGenerator should replace
all nodes on the edges of all the precomp tiles used with nodes from a
shared coordPool. Maybe it needs to replace even more to cover the cut
lines.
Ticker
On Thu, 2021-05-20 at 1
Hi Gerd
When loading precomp sea tiles, shouldn't SeaGenerator should replace
all nodes on the edges of all the precomp tiles used with nodes from a
shared coordPool. Maybe it needs to replace even more to cover the cut
lines.
Ticker
On Thu, 2021-05-20 at 14:09 +, Gerd Petermann wrote:
> Hi
2021 11:25
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] Problems with sea in overview map
Hi Gerd
I'm getting worried by rounding-to-resolution and how often it creates
self-intersection.
When doing the shapeSplitter.splitShape, we found that, unless
operating with high-precis
ev im Auftrag
> von Gerd Petermann
> Gesendet: Mittwoch, 19. Mai 2021 18:14
> An: Development list for mkgmap
> Betreff: Re: [mkgmap-dev] Problems with sea in overview map
>
> Hi Ticker,
>
> yes, I think ShapeMerger can always merge. There seems to be no need
> t
___
Von: mkgmap-dev im Auftrag von Gerd
Petermann
Gesendet: Mittwoch, 19. Mai 2021 18:14
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] Problems with sea in overview map
Hi Ticker,
yes, I think ShapeMerger can always merge. There seems to be no need to look at
the number of poin
Mai 2021 14:14
> An: Development list for mkgmap
> Betreff: Re: [mkgmap-dev] Problems with sea in overview map
>
> Hi Gerd
>
> I've just been experimenting and looking at shapes and rounding-to
> -low
> -resolution can easily cause self-intersections.
>
> It is
twoch, 19. Mai 2021 14:14
> An: Development list for mkgmap
> Betreff: Re: [mkgmap-dev] Problems with sea in overview map
>
> Hi Gerd
>
> I've just been experimenting and looking at shapes and rounding-to
> -low
> -resolution can easily cause self-intersections.
>
>
-dev im Auftrag von Ticker
Berkin
Gesendet: Mittwoch, 19. Mai 2021 14:14
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] Problems with sea in overview map
Hi Gerd
I've just been experimenting and looking at shapes and rounding-to-low
-resolution can easily cause self-intersections
Hi Gerd
I've just been experimenting and looking at shapes and rounding-to-low
-resolution can easily cause self-intersections.
It isn't just a problem with sea, or even with multipolygon hole
cutting. GPSMapEdit reports over 1000 in my test area. This number
reduces only slightly when I disable
h, 19. Mai 2021 13:14
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] Problems with sea in overview map
Hi Gerd
I don't see that rounding can cause self-intersecting polygons - it
might produce sides that touch each other.
I imagine that DP can cause self-intersection and this is more
> Von: mkgmap-dev im Auftrag
> von Ticker Berkin
> Gesendet: Mittwoch, 19. Mai 2021 12:46
> An: Development list for mkgmap
> Betreff: Re: [mkgmap-dev] Problems with sea in overview map
>
> Hi Gerd
>
> I often see other polygons beco
orks for both.
Gerd
Von: mkgmap-dev im Auftrag von Ticker
Berkin
Gesendet: Mittwoch, 19. Mai 2021 12:46
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] Problems with sea in overview map
Hi Gerd
I often see other polygons becoming self-intersecting at lowe
Hi Gerd
I often see other polygons becoming self-intersecting at lower
resolutions (or at least GPSMapEdit does). If the DP filter is doing
this then maybe this should be tacked first, with an alternate version
for polygons - I have no idea how this would be implemented.
Should shapeMergeFilter s
Von: mkgmap-dev im Auftrag von Felix
Hartmann
Gesendet: Mittwoch, 19. Mai 2021 09:35
An: Development list for mkgmap
Betreff: Re: [mkgmap-dev] Problems with sea in overview map
I think this is worse with too low polygon-size-limits... The default of 8 is
I think this is worse with too low polygon-size-limits... The default of 8
is pretty little. I think also for sea/islands a better approach is to only
consider resolution 24 and 23 to be detailed without much dropping /
generalisation. And then drop more. So something like
--polygon-size-limits=24:
Hi all,
I've identified a few problems with the handling of natural=sea in areas with
lots of islands, e.g. coast of Norway. Thouands of rather small polygons are
created, esp. when also natual=land is rendered.
1. Typical tiles are rather large, they span several precompiled sea tiles if
--pr
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