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[mkgmap-dev] Sea generation

From Lambertus osm at na1400.info on Thu Nov 4 19:06:18 GMT 2010

Cool! Just finished a test run on the planet with r1725 but the results 
are simply awful. I know Marko is hand optimizing his Finland map to 
accommodate sea polygons but that is simply impossible to do worldwide. 
So I'm looking forward to any improvements that work without 
hand-picking tile borders.

Op 04-11-10 19:52, WanMil schreef:
> 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
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