<div><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"><br>We have the concept of "layers" already, for denoting something built at<br>
another height level (i.e. a bridge over a stream would be layer=1, the<br>stream, by default, layer=0).</blockquote><div><br>Yes, I'm thinking of layers like photoshop, rather than layers as a proxy for height (or render ordering) - but it seems to me that both are valuable.
<br> </div><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">Using this for areas with holes would be am ugly hack, because the<br>clearing in the woods is not on another height level as the woods. If
<br>you have a donut-shaped park and a building in the middle, and you<br>simply make the park a circular area and count on the building being<br>"painted" above, you're creating a distorted model of reality. For example:
<br><br>"Paint a map without buildings" - would show a circular park and not a<br>donut-shaped park.<br><br>"Calculate the total parkland area" - would include the area of the<br>donut hole.<br><br>"Tell me which objects are at lat=..., lon=..." - would return building
<br>AND park for a point inside the building.<br><br>As for flooding information and so on, you're talking about logical<br>layers here not the existing ones. (But logical layers, too, are<br>unsuitable for solving the donut-shaped-park problem.)
<br></blockquote></div><br>The more I think of it, the more I wonder if it's really neccessary to have areas with holes rather than just 1 area made up of 2 child areas, each of which would be the 2 halves of the donut. A renderer could understand that common edges could be removed relatively easily. The only other alternaltive that I can think of would be to have parent areas that contain logical operations (
e.g. add, subtract, union) - this sounds much more complex for a renderer to cope with and makes the calculations that you describe above much more complex as well...<br><br><br>