> One way to do it is to create a large image, that spans multiple > tiles, and then cut it into individual tiles. > Another way is to load the line data, calculate the corners of the > MBR, (Minimum Bounding Rectangle), and for each corner determine what > tile it is on. Then paint the same line on each tile that is inside > those bounds. Admittedly, it is not for beginners.
Yeah, that seems like a huge pain in the ass. > Then my question to you would be: Are you more concerned about *where* > the job gets done, or *when* it gets done? > Yes, if you put some of the work on Google's servers, then your own > machine will use fewer CPU cycles, but it will also take longer time > to transmit things back and forth, so the overall performance of your > aplication will be slower. > And in any case, there is some size limit to the KMLs that Google will > process. I just can't remember how much. The limit seems to be 3MB compressed, which is just about right at my limit. I don't really care about how long it takes to render, as long as the map can be scrolled smoothly without needing 8GB of RAM. http://code.google.com/apis/kml/documentation/mapsSupport.html --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Google Maps API" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/Google-Maps-API?hl=en -~----------~----~----~----~------~----~------~--~---
