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Hi WanMil,
Any idea?
I think the problem does not exist in the current quad tree because the areas are splitted into subareas. This also reduces the number of points and makes it quicker and easier to test. You could get the number of points from the boundary and decide if an area should be splitted into subareas. It would also be possible to save the splitted subareas as precompiled bounds. If your grid always have the same dimension this might improve the handling.
Okay, it seems I have to look more closely to this. I did not understand that our quadtree allows to save areas (shapes). Or did I get this wrong?
I think you already got it. I can add an area into the quadtree but only the points of the shapes are used for the query. So it's not a real support for areas (and lines).
Splitting into subareas seems also to be a good option.
You might also remove the merge step. For most tiles more than one precompiled file is loaded. The bounds are merged afterwards. This step sounds superfluous as the LocationHook only checks if one point of a way is in the boundary and not for all points. Therefore it is not necessary to have the boundary area as one complete area object.
Okay, I'll look at this as well.
Thanks for your help!
Gerd
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