[mkgmap-dev] precompiled sea
From Ticker Berkin rwb-mkgmap at jagit.co.uk on Wed Mar 18 10:34:01 GMT 2020
Hi Gerd I was just going through the code and this is what I had so far: The significant changes are in createInnerWays/createLandPolygons r4389 createInnerWays extracts land/anticlockwise/islands from the hitMap. It has some logical mistakes like a 50% chance of putting an erroneous start/end point on an earlier edge from where the real land is cut by the tile bounds; this is like a spike, but possibly going round 3 corners and back! Then, unless the only shoreline is an enclosed sea (Caspian/Black/Dead/...?) or there are sea-sectors, it will generated a sea background and MP.cutout all the land. Otherwise it generates a land background with this as the MP relation inner but probably no outers unless there are sea-sectors. r4392 has similar behaviour and I was just getting to the bit that you've found where addCorners needed fixing. My version simplifies and fixes createLandPolygons and addCorners. It also has other improvements: If the tile doesn't have any real islands, make it land based and have any encroaching sea as sea polygons. If using option sea-sectors: - Put the triangles on the correct side of the coastline rather than the 50% chance it had before. - Don't force the background to land as an "inner" of the triangles "outer" - rather, if tile is land, show sea-triangle on the sea-side, if the background is sea, show a land-triangle on the land-side. There are a few other minor fixes and tidy-ups Ticker On Wed, 2020-03-18 at 10:05 +0000, Gerd Petermann wrote: > Hi Ticker, > > OK, my results: > The refactoring in r4382 introduced two bugs. > With the partial revert in r4391 both bugs were fixed. > With r4392 one bug was re-introduced. :( > I've attached a small patch for that. > > Now I wonder if your longer patch fixes any other issues? > > Gerd
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