[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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