[mkgmap-dev] Sea generation
From Charlie Ferrero charlie at cferrero.net on Mon Nov 15 05:29:44 GMT 2010
On 15/11/2010 01:11, Adrian wrote: > On 14/11/2010, Charlie Ferrero wrote: >> 3. Compiled with mkgmap r1728 with your patch, using: >> generate-sea:multipolygon,extend-sea-sectors,close-gaps=1000 >> No sea, entire map is land > > Have you put the drawing order of sea after land in your .TYP file? > Otherwise the land polygon will cover the sea. > _______________________________________________ > mkgmap-dev mailing list > mkgmap-dev at lists.mkgmap.org.uk > http://www.mkgmap.org.uk/mailman/listinfo/mkgmap-dev You were right, I had the draw order wrong. That was the problem. However now I see what the patch is doing, maybe I'm missing the point. The problem with the polygons version of generate-sea is that it underlays the entire tile with a sea polygon, then plots land polygons on top as required. This results in quite a slow map to pan around on. Your patch does the reverse (draws a land polygon everywhere, then plots sea on top as required) but has the same problematic effect of slow panning. Is there some other improvement in the multipolygons version of generate-sea that makes it preferable to use it over the simpler (and quicker to compile) polygons version? I don't mean to sound ungrateful - I'm just trying to understand the difference in the two ways of generating sea. In my mind, the best solution would be a multipolygon one where sea and land polygons do not overlap at all - thus you should get much less redraw slowness on panning. -- Charlie
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