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Geometry issues #48

@kkaefer

Description

@kkaefer

This ticket is for collecting issues we find with the geometry in our vector tiles:

  • make sure the polygons for a zoom level aren't overly detailed. this is currently happening with zoom level 6 for example
  • fix clipping; this introduces very weird artifacts that are visible in our mapnik-rendered image tiles, but especially apparent when zooming in
  • find other ways to reduce the buffer size; oscim's data sizes are about 20x smaller than ours!? (when zooming into a particular point from the world view)
  • don't reencode the street lines again for label layers; find a more efficient way to define label layers
  • ideally, we'd only load every other (or every third) zoom level rather than every zoom level. minimum rendered tile size should be something like 512 or 1024 so that we only need to load 1-2 tiles per map view
  • remove objects with only coincident points that should be lines. this happens when scaling very small lines and rounding them to integers. we have code that eliminates duplicate points that result from this, but we don't have any code that removes entire line segments like this
  • combine long lines, there are thousands of very short line segments that should be joined. this allows us to draw proper line joins
  • merge double-carriageway roads on low zoom level tiles
    • use centerline of adjacent roads
  • combine long road segments in a tile on low zoom levels
    • easier simplification?
  • broken border/admin lines on z3, z4, z5
  • broken roads (motorway vs. motorway_link?, bridges!)
  • merge large water polygons that have the same tags. This allows us to draw fewer edge antialiasing fragments and removes weird artifacts.
    • many water polygons are duplicates and overlapping, sometimes because the OSM source data is that way and sometimes because we have generalized and non-generalized polygons in the same data source
    • we store lots of small river polygon segments, but not the actual rivers in low zoom levels. might be good to store them instead and throw away riverbank polygons (and just retain the lakes)
    • a better metric to determine what riverbank polygon to retain, we should use something like the maximum circle we can fit into the polygon at any location (e.g. using a delaunay triangulation?)
    • no overlapping rtree polygons
    • line thinning for narrow rivers => convert to waterway
    • prevent "broken" rivers, water polygons that are part of a river but are
      too small to be included in a tile

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