Re: [Libosmscout-development] Compiling libosmscout for iOS giving error
Library for OpenStreetMap offline rendering and routing
Status: Beta
Brought to you by:
tteuling
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From: Tim T. <ti...@fr...> - 2016-07-20 17:34:01
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Hello Nicholas,
> This does sort of help. But how would I just eliminate things like
> routing data? And would this make things faster?
What do you mean by that. Routing only makes map rendering more
expensive, if there is a route to display. The concrete route to
display would be passed as custom data (MapData.poiWay) to the render.
In this sense it would be one additional way to render. If it is a
very long way, it of course consists of many nodes.
Libosmscout (during rendering) allows to reduce the number of nodes in
a way (or area):
drawParameter.SetOptimizeWayNodes(osmscout::TransPolygon::quality);
drawParameter.SetOptimizeAreaNodes(osmscout::TransPolygon::quality);
Thus making rendering faster. The nodes reduction of course is CPU
intensive. The reduction is done, everytime the renderer is triggered.
That is one of the reason I want the renderer to be able to cache is
processing of the data, so that CPU intensive stuff is only done the
first time a tile is rendered (as long as it stay in cache). A tile is
define by tile x and y coordinate and magnification. So moving on the
map would get much cheaper, zooming in or out not.
Libosmscout does have a number of such options. There is data, which
options on which device result in the fastest rendering.
Does this answer your question?
--
Gruß...
Tim
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