Hi,
   I have one more suggestion you may want to try, use 'fill-opacity' 
instead of 'opacity'.
Given the situation I suspect that this will work, and may also improve 
rendering 
performance significantly.  When you use opacity it must render the fill 
and stroke to
an offscreen image and then composite them together with the canvas using 
your
opacity (I know in your case you don't have a stroke but it wouldn't 
surprise me if they
didn't pick up on this optimization).  When you use fill-opacity they can 
use the normal
'fill' code but the color it is filled with is just semi-transparent.

   Oh, and yes, you really should use rasters for this (a single channel 
PNG used
as a mask would be much better than the current arrangement).  Rasters 
formats 
are _really_ good at representing lots of abutting rectangles of different 
colors ;)
This would be even faster than the fill-opacity solution and would avoid 
any issues
with the overlap/underlap you are seeing now.

   Finally I would also mention that Batik could be used to turn your svg 
version into a
PNG (to get an 8bit PNG you would have to use the 'pallete' option of the 
transcoder). 
This might take a little bit of twiddling to get just right (you would 
want to match the 
rects with the output pixels), and using the mask element can be a little 
tricky (to get
the coordinate systems lined up right).
 
[email protected] wrote on 11/23/2005 09:07:06 AM:

> Le Mercredi 23 Novembre 2005 14:07, Andreas Neumann a écrit :
> > if you go for higher resoluted terrain representations I would
> > definitely do it in raster - it would be a mis-use of SVG to include
> > lots and lots of rectangles to simulate raster images.
> >
> > There are several free and commercial tools out there that can deal
> > with terrain generation, processing and rendering.
> >
> > Then you just have to include the raster image in SVG.
> >
> > Andreas
> 
> Oh no, I'm affraid I was not clear in my query. My map resolution is a 
given 
> and I'm really happy with it. My concern is to know if the relief 
lighting 
> methods would produce anything good looking on low resolution maps like 
mine. 
> I guess I'll figure it out soon enough.
> 
> 
> 
> 
> 
> 
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