Re: [Talk-GB] Adjacent nature reserves

2019-06-27 Thread David Woolley
On 28/06/2019 00:56, Warin wrote: that are also holes in them (they usually omit making the hole, so an added car parking area will be covered by trees until I notice I believe that is a renderer bug. Generally smaller, fully nested, areas should cut out holes in incompatible backgrounds

Re: [Talk-GB] Adjacent nature reserves

2019-06-27 Thread Warin
On 27/06/19 22:11, Martin Wynne wrote: seen this done in various places, but I've never understood the point it. The two representations are identical in terms of the data, but the latter requires 2.5 times as many objects and is much more of a pain to work with in the editors. This happens

Re: [Talk-GB] Adjacent nature reserves

2019-06-27 Thread Mateusz Konieczny
28 Jun 2019, 02:29 by for...@david-woolley.me.uk: > On 28/06/2019 00:56, Warin wrote: > >> that are also holes in them (they usually omit making the hole, so an added >> car parking area will be covered by trees until I notice >> > > I believe that is a renderer bug. Generally smaller, fully

Re: [Talk-GB] Adjacent nature reserves

2019-06-27 Thread Robert Whittaker (OSM lists)
On Wed, 26 Jun 2019 at 21:08, Brian Prangle wrote: > The whole area needs simplification to replace multiple overlaid ways with > multipolygon relations. I'm curious about what you mean here. Are you referring to replacing (in a simple example) two square closed ways that share a common edge,

Re: [Talk-GB] Adjacent nature reserves

2019-06-27 Thread David Woolley
On 27/06/2019 10:49, Robert Whittaker (OSM lists) wrote: The two representations are identical in terms of the data, but the latter requires 2.5 times as many objects and is much more of a pain to work with in the editors. All to avoid having a common line segment between two areas I'd

Re: [Talk-GB] Adjacent nature reserves

2019-06-27 Thread Martin Wynne
seen this done in various places, but I've never understood the point it. The two representations are identical in terms of the data, but the latter requires 2.5 times as many objects and is much more of a pain to work with in the editors. This happens a lot in my area. Huge areas of