Hi,

just to let everybody know:
I began development on an improved splitter to handle this problem some months 
ago, but I got stuck after 
my system crashed when installing an SSD (my fault). After reinstalling around 
10 times I was really pissed with computers and than I started planning (and 
doing) two longer bike rides.

I am not sure if I find the energy to start again with splitter, my solution is 
somewhat half done.
It turned out to be quite complex to collect all needed information without 
requiring huge amounts of memory or writing large temp files when splitting 
e.g. Europe .
As a first work aproach I decided to implement multiple read passes, which is 
quite slow with pbf format, so I also implemented reading (and writing o5m 
format), 
which makes splitter much faster.

The major open problem: Many polygons cross tiles, but most of them do not need 
special handling (think of all the houses near tile borders)
You cannot decide that before you know all nodes (not just the ids, but the 
position) and tags of the polygon.
It is impossible to collect all needed infomation for all polygons in heap, so 
one needs clever filters and effective data structures to filter
only the really problematic polygons. 
I must confess that I did not find these clever filters after weeks of 
thinking, so maybe I don't see the forest because of the trees, maybe it is 
really too complex for me.
A completely different approach came into my mind today:
Instead of implementing a lot of logic to find the polygons, it might already 
help if we implement a function that allows to specify polygon ids that cause 
problems if they are incomplete, 
and splitter would simply make sure that those polygons are completely written 
to all related tiles? 

If someone is willing to help or continue, I can create a patch for a new 
branch, else maybe the winter will bring me back to the computer ;)

Ciao,
GerdP

> Date: Tue, 18 Sep 2012 08:26:08 +0200
> From: [email protected]
> To: [email protected]
> Subject: Re: [mkgmap-dev] Still problems with lakes
> 
> It is not only large lakes that are affected, also large forest or other
> multipolygon areas are sometimes broken at the tile borders.
> This need to be fixed in the splitter. Sometimes it helps making the overlap 
> higher (5000 or more).
> But this is just a workaround...
> 
> > Would it be difficult to have precompiled water rather than sea?
> > 
> > It would save messing about with area files.
> > 
> > Regards, Geoff.
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