2008/12/18 Ævar Arnfjörð Bjarmason <[email protected]> > On Thu, Dec 18, 2008 at 8:10 PM, Matthias Julius <[email protected]> > wrote: > > "Ævar Arnfjörð Bjarmason" <[email protected]> writes: > > I guess you were looking at empty tiles (67 or 69 bytes). Empty tiles > > are not optimized. In fact, they are never written to disc. When the > > client finds during tile splitting that a tile is empty it throws the > > tile away and copies emptyland.png or emptysea.png from the client's > > root directory. Those are actually 1 pixel PNGs with 67 respective 69 > > bytes size. > > I should have been clear on that. No they were not empty tiles (I read > the tile optimizing code and noticed the empty tile optimization you > mention). What I was rendering was a glacial area which 1844,1089 is > an example of. In cases of such tiles Tileset.pm will optimize each > and every individual z17 tile even though the greater z12 tile > consists of only two colors with a thin line running through it, if > I've understood it correctly. > > The map contains many areas where this applies, like lakes, large > areas of landuse, large buildings etc. >
but this is just applying as long as there are few items already in the z12-tile, by the time, when the map is filling up, this optimisation would not work. As I have understood the problem though, the bottleneck is the server not being able to receive the tiles in time, not the rendering process. Apart from this I see the point: the tiles are "empty" in terms of content, but have a different colour then emptyland/sea.png, so this is a nice discovery, that would improve rendering performance for this case. Martin
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