hi,

> After 4), you may have to collapse identical consecutive lines: h2h6h1 
> can be replaced by h9.

;-) and maybe rotating your drawing in order to get a maximum of 
segmenst oriented h or v ... well, this reaches the point where 
optimisations kills itself...


> As Andr� mentions, there may be a first step to reduce unecessary 
> precision, ie. to keep only a relevant number of digits per coordinate.
> How much is the hardest part to estimate: too much and space is lost, 
> too low, and precision is lost. 
> If somebody has a formula to estimate the necessary number of digits 
> based on the above data, I would be interested...

i don't have a formula, but i don't think is necessary. in drawing speed 
you have more than one factor:

1) server delivering speed
2) connection speed
3) clients graphics rendering speed
4) file size
5) drawing complexity

1-3 are pure hardware and technical

the map optimisation we are speaking of here touches 4 and 5.

if you reduce digits of coordinates, you will basically optimise the 
file size and not the drawing complexity (as this makes little 
difference for the rendering engine). as a consequence i think that no 
formula is necessary, skip decimal points and you will be fine (assuming 
classical map coordinate systems and scales).


> 7) Join short paths. Of course, this is relevant only to anonymous 
> paths... If paths have IDs, they can't be joined.
> For example, on 'my' map, each path was a country outline, including 
> islands (jumps with Ms), so each path element has both a semantic 

okay, that's true. but a map also consists of a lot of purely graphical 
(passive and ignorant) elements. or think about the low-level street 
network.


> 8) To use cubic spline seems hard to do. Outlines would be smoother, but 
> how to be sure they fit to the real data without making extra curves?

that's the hen&egg-problem of geodata used in maps.

andr�


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