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This patch extends the sea generation stuff to cope with anti-islands (water inside, land outside and, presumably, where the anti-treasure is hidden). Anti-islands are tagged natural=water (you can't use natural=sea because it will be beneath the surrounding land polygon). Note that if your map contains any islands whose direction is incorrect, they will now be filled with water. To help find such islands, a warning message is output when an anti-island is discovered. The upside is that if your map contains anti-islands whose direction is correct, they will now become visible. Mark
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Does not work 100% for me yet, but in principle it seems to work. --generate-sea=polygons,extend-sea-sectors,close-gaps=1000 Square tagged with natural=coastline a) direction of way: anticlockwise == Correctly map is flooded, inside is dry b) direction of way: clockwise == Map neither flooded nor is background polygon drawn, map therefore behaves as if not --generate-sea would have been parsed. (hence need for another typfile).
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Felix,
Does not work 100% for me yet, but in principle it seems to work.
--generate-sea=polygons,extend-sea-sectors,close-gaps=1000
Square tagged with natural=coastline a) direction of way: anticlockwise == Correctly map is flooded, inside is dry
Good.
b) direction of way: clockwise == Map neither flooded nor is background polygon drawn, map therefore behaves as if not --generate-sea would have been parsed. (hence need for another typfile).
When you say background polygon, do you mean the 0x4b poly or poly with the land tag or natural=sea? Also, what about the inside of the anti-island? That should be natural=water. Mark
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On 26.01.2010 14:12, Mark Burton wrote:
Felix,
Does not work 100% for me yet, but in principle it seems to work.
--generate-sea=polygons,extend-sea-sectors,close-gaps=1000
Square tagged with natural=coastline a) direction of way: anticlockwise == Correctly map is flooded, inside is dry
Good.
b) direction of way: clockwise == Map neither flooded nor is background polygon drawn, map therefore behaves as if not --generate-sea would have been parsed. (hence need for another typfile).
When you say background polygon, do you mean the 0x4b poly or poly with the land tag or natural=sea?
I mean the poly with the land tag. (actually as I already said, I think we could drop 0x4b completly when everything is covered by either land poly or sea poly - there are people that replaced 0x4b by other types).
Also, what about the inside of the anti-island? That should be natural=water.
That worked as far as I could understand your definition of anti-island.
Mark _______________________________________________ mkgmap-dev mailing list mkgmap-dev@lists.mkgmap.org.uk http://www.mkgmap.org.uk/mailman/listinfo/mkgmap-dev
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Quoting Mark Burton <markb@ordern.com>:
This patch extends the sea generation stuff to cope with anti-islands (water inside, land outside and, presumably, where the anti-treasure is hidden). Anti-islands are tagged natural=water (you can't use natural=sea because it will be beneath the surrounding land polygon).
Note that if your map contains any islands whose direction is incorrect, they will now be filled with water. To help find such islands, a warning message is output when an anti-island is discovered. The upside is that if your map contains anti-islands whose direction is correct, they will now become visible.
Mark
Sorry for being dense, but how is an anti-island different from a lake? -- Charlie
participants (3)
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charlie@cferrero.net
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Felix Hartmann
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Mark Burton