[mkgmap-dev] Sea generation
From Lambertus osm at na1400.info on Fri Nov 5 21:28:05 GMT 2010
OSM version of Mapnik's high-resolution coastline shapefile is here: http://planetosm.oxilion.nl/~lambertus/coastline.osm.gz (584 MB) Op 05-11-10 18:14, WanMil schreef: > Thanks for all feedback! That's great! > > Looking at the discussion I think the idea of an extra coastline file > has the highest priority. > I think the implementation will mostly follow the suggestions of > Apollinaris Schoell: > - coastline input file(s) will have OSM format > - natural=coastline tag will be removed from all other tile data > - the coastline data is processed by the current sea generation > algorithms using the multipolygon algorithm > - for each tile the resulting big multipolygon is clipped to the tile > borders and added to the tile data > > Using this algorithm it should be possible to have multiple coastline > input files (e.g. one for the Mediterranean Sea, one for Atlantic Ocean > etc.) The only condition is that the coastline files define complete > polygons. So the Mediterranean Sea file would have to add a coastline > tag crossing the Strait of Gibraltar. The polygons itself might consist > of multiple ways as it is used in the original OSM data. The sea > generation algorithm connects them to polygons. > > Some add ons maybe implemented later: > - shp support for input (is that needed? better preprocessing?) > - mp algorithm with land polygon > - comparation between the coastline input files and the OSM tiles with > automatic adaption of changes that doesn't flood the tile > > Please let me know if you have some additional ideas for this and the > sea generation in general. > > Have fun! > WanMil > > >> 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. >> >> Have fun! >> WanMil >> >> _______________________________________________ >> mkgmap-dev mailing list >> mkgmap-dev at lists.mkgmap.org.uk >> http://www.mkgmap.org.uk/mailman/listinfo/mkgmap-dev >> > _______________________________________________ > mkgmap-dev mailing list > mkgmap-dev at lists.mkgmap.org.uk > http://www.mkgmap.org.uk/mailman/listinfo/mkgmap-dev
- Previous message: [mkgmap-dev] Land polygons
- Next message: [mkgmap-dev] Sea generation
- Messages sorted by: [ date ] [ thread ] [ subject ] [ author ]
More information about the mkgmap-dev mailing list