[mkgmap-dev] [PATCH v1] - provide alternative sea drawing mechanismFrom Mark Burton markb at ordern.com on Wed Dec 30 19:04:27 GMT 2009
Firstly, I would like to thank everyone who responded to my
"Understanding the sea" post. From those posts and my own study, I
finally worked out what it does. And yes, it works pretty well inasmuch
that it generates some useful polygons. The "sea sector" heuristic
doesn't work for me so I have been disabling it.
The problem is, the end result is "butt ugly". Our MP implementation
really can't do a good job on zillions of little islands.
After frigging around for a couple of days trying to improve the
visual quality, I tried the obvious alternative technique of not using
a MP but, instead, just having a sea background and then put the land
on top using plain polygons. Guess what? It works very nicely as the
attached pics show. I now have a splendid map of the Baltic area (OK
it's weird at the edges but that's not a problem for now).
Here's the (future) commit comment for this patch:
Provide an alternative to using a multipolygon when generating the sea.
The --generate-sea option can now take a comma separated list of values:
no-mp - don't generate the sea using a multipolygon - instead, generate
a background sea polygon and then individual land polygons with tag
natural=land. This requires a suitable land polygon type to be defined
in the style file (suggested type is 0x010100) and the polygon must be
defined in the TYP file as having a higher drawing level than the sea
polygon type.
no-sea-sectors - disable the generation of "sea sectors" when the
coastline fails to reach the tile's boundary.
With no values specified, the --generate-sea option should work as
before.
Oh yes, this patch doesn't include it, but I am also disabling the DP
code for polygons as it makes them weird.
Cheers and thanks again for the helpful postings.
Mark
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