Happy New Year for you & yours.
Probably you read that millions of times, you deserve it, but bravo for this great work.
I use MOBAC for years now and it is really a major mapping tool !
As you know, geographical borders are rarely straight lines, and so I mostly you the polygonal to get only what I need, else pages could be too big. When drawing is squares, MOBAC automagically cuts it to avoid the painful task to do it ourselves.
However, when polygonal selecting, this is not provided.
I was wondering if it would be feasible to have the same feature upon polygonal selection.
I would then select for example the mountain chain area (eg whole Alps), and MOBAC would cut into this selection into squares according to my config.
Helpful feature to consider : when "squaring" the selection, MOBAC could balance the cut to avoid a thin squares. Might be done with a calculation as: Xselect/square_config_size=A, if A decimal then A++, finally Xselect/A=X_square_size, same with Y.
thanks for your feedback
Brgrds
Last edit: B3r3n 2021-01-14
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Hello r_x
Happy New Year for you & yours.
Probably you read that millions of times, you deserve it, but bravo for this great work.
I use MOBAC for years now and it is really a major mapping tool !
As you know, geographical borders are rarely straight lines, and so I mostly you the polygonal to get only what I need, else pages could be too big. When drawing is squares, MOBAC automagically cuts it to avoid the painful task to do it ourselves.
However, when polygonal selecting, this is not provided.
I was wondering if it would be feasible to have the same feature upon polygonal selection.
I would then select for example the mountain chain area (eg whole Alps), and MOBAC would cut into this selection into squares according to my config.
Helpful feature to consider : when "squaring" the selection, MOBAC could balance the cut to avoid a thin squares. Might be done with a calculation as: Xselect/square_config_size=A, if A decimal then A++, finally Xselect/A=X_square_size, same with Y.
thanks for your feedback
Brgrds
Last edit: B3r3n 2021-01-14