[PATCH v3] - fix clipping when node falls on tile boundary
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OK, so it's proving to be a little harder to fix than I thought but I have high hopes for this version. BTW - Valentijn, this version could help routing through "the tunnel". Please see if it changes anything.
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Thanks! Will try and report problems tonight. On 7/20/09, Mark Burton <markb@ordern.com> wrote:
OK, so it's proving to be a little harder to fix than I thought but I have high hopes for this version.
BTW - Valentijn, this version could help routing through "the tunnel". Please see if it changes anything.
-- cheers, maning ------------------------------------------------------ "Freedom is still the most radical idea of all" -N.Branden wiki: http://esambale.wikispaces.com/ blog: http://epsg4253.wordpress.com/ ------------------------------------------------------
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Mark Burton schreef:
OK, so it's proving to be a little harder to fix than I thought but I have high hopes for this version.
BTW - Valentijn, this version could help routing through "the tunnel".
Yes! Yes! Also, V1 and V2 had a couple of these "... contains 0 arc", and this version does not show any of these (checking patch if the code is still there... it is). Thanks! And thanks to Maning, who gave a better analysis than I did! Best regards, Valentijn -- Durgerdamstraat 29, 1507 JL Zaandam; telefoon 075-7074579
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Hi Valentijn,
BTW - Valentijn, this version could help routing through "the tunnel".
Yes! Yes!
Also, V1 and V2 had a couple of these "... contains 0 arc", and this version does not show any of these (checking patch if the code is still there... it is).
Thanks! And thanks to Maning, who gave a better analysis than I did!
Good. Actually, it wasn't so much anyone's words that helped track this down but Maning's example just happened to trigger the right neuron and I started thinking along better lines. Curious thing, the mind. Cheers, Mark
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Yeah, I'm still wondering how on earth did I do that :). Can't wait to try it tonight! On Mon, Jul 20, 2009 at 3:55 PM, Mark Burton<markb@ordern.com> wrote:
Hi Valentijn,
BTW - Valentijn, this version could help routing through "the tunnel".
Yes! Yes!
Also, V1 and V2 had a couple of these "... contains 0 arc", and this version does not show any of these (checking patch if the code is still there... it is).
Thanks! And thanks to Maning, who gave a better analysis than I did!
Good.
Actually, it wasn't so much anyone's words that helped track this down but Maning's example just happened to trigger the right neuron and I started thinking along better lines. Curious thing, the mind.
Cheers,
Mark _______________________________________________ mkgmap-dev mailing list mkgmap-dev@lists.mkgmap.org.uk http://www.mkgmap.org.uk/mailman/listinfo/mkgmap-dev
-- cheers, maning ------------------------------------------------------ "Freedom is still the most radical idea of all" -N.Branden wiki: http://esambale.wikispaces.com/ blog: http://epsg4253.wordpress.com/ ------------------------------------------------------
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Yeah, I'm still wondering how on earth did I do that :). Can't wait to try it tonight!
It better well work then otherwise you're going to be really disappointed! Well, I now understand what the problem is so even if the latest patch isn't perfect, I'm in the right area (ho ho). I should have fixed this stuff when the inter-tile routing was first implemented - I knew at the time that it wouldn't cope with nodes that fall exactly on the boundary. Just me being lazy and putting off the inevitable. So, finger's crossed that it will fix Maning's example and if it does and we get no issues, I will commit ASAP. Cheers, Mark
participants (3)
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maning sambale
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Mark Burton
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Valentijn Sessink