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[mkgmap-dev] Sea generation

From Charlie Ferrero charlie at cferrero.net on Fri Nov 5 08:30:02 GMT 2010

On 04/11/2010 22:52, WanMil wrote:
> Hi all,
>
> I have started to rework the sea generation code. There have been
> several reports of problems with flooded tiles in the last weeks so I
> think it is neccessary to improve some parts of it.
>
> The first thing I've started is to implement a flooded tile blocker. The
> algorithm has been discussed a while ago on this list. It uses a
> quadtree implementation which is able to return all points contained by
> a polygon. The quadtree is filled with all highway points. If a sea
> polygon contains too many points that belong to highways something is
> wrong and the sea polygon is discarded.
>
> That's the idea... Let's see how it works.
> The quadtree might also be used to correct wrong sea polygons. But
> that's one of the further steps.
>
> Do you have any other ideas how to improve the sea generation and how to
> make it more failsafe? Then please let me know.
>
One improvement would be for the --generate-sea:mp version to imitate 
the non-mp version in that a land polygon is generated to overwrite the 
ugly Garmin yellow base colour.

This is the only issue stopping me from switching to --generate-sea:mp





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