From: brett l. <bre...@gm...> - 2014-04-23 00:09:36
|
On Tue, Apr 22, 2014 at 10:52 AM, John A. Tamplin <ja...@ja...> wrote: > On Tue, Apr 22, 2014 at 9:54 AM, brett lentz <bre...@gm...>wrote: > >> That's a tricky issue. It would be really nice if TileDesigner were open >> sourced, so that we could update it. >> > > Hmm, it's not? At least Marco sent it to me when I asked. > > Unless the code has an explicit OSS license assigned that's compatible with the license used by Rails, we can't really use Marco's code even if you have it. > However, it is written in Delphi. For my use, I reimplemented it in perl, > and that is still what I use to generate the production tiles. Of course, > the goals for printing are different than for screen (and I made a number > of changes to be able to generate print-ready output and more complex > tiles), but I generate PostScript from the tile definitions and SVG > wouldn't be hard (basically at the rendering stage you have methods for > drawing an arc, circle, etc). > Yep. Jumping from Postscript to SVG is pretty easy. IIRC, Perl has GSAPI, which hooks into Ghostscript and can do that heavy-lifting. > > Several years ago I started porting it to Java for use in Rails, but I > didn't have time to finish it. If someone wants to take that and/or the > perl code and modify I would be happy to send what I have (assuming I can > find the Java port :). > If you're willing to contribute your Perl and/or Java code under the GPL v2+ license that Rails uses, we can probably make use of it. Posting the code to the list is a reasonable way to start. > > >> It might be possible to develop some SVG templates for each of the >> components of a tile. That would allow us to assemble new tiles in Inkscape >> using a standardized set of primitives on a standardized image base. >> > > I don't think you want to get in the business of hand-drawing tiles. > Aside from consistency issues, you will also have to redraw every single > tile if you decide to change some aspect - I think generating them from > some tile description is the way to go. > > I agree. It's not ideal, but implementing our own tile drawing engine is also not very appealing. ;-) The nice thing about using SVG is that certain classes of problems are at least a non-issue, when compared to the bitmap-based tile sets. > -- > John A. Tamplin > > ---Brett. |