<div dir="ltr"><div><div>> Doable for sure but an awfully bad idea, mapping bays as areas would<br>> mean two features for the same object (coastline polygon and bay area).<br><br>Coastline polygon and bay area is not the same object. Yes, part of border is<br>shared - it is nothing wrong. Also it is possible to use for example multipolygons.<br><br>> Furthermore the outer edge of a bay, i.e. the edge that is not<br>
> coastline is usually not well defined and would require an arbitrary<br>
> cutoff.<br><br></div>Yes, cutoff is unfortunately quite arbitrary. But node placement is<br></div>completely arbitrary - and lacks important information.<br><div><div><div><br></div></div></div></div><div class="gmail_extra"><br><div class="gmail_quote">2014-10-26 19:00 GMT+01:00 Christoph Hormann <span dir="ltr"><<a href="mailto:chris_hormann@gmx.de" target="_blank">chris_hormann@gmx.de</a>></span>:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><span class="">On Sunday 26 October 2014, Mateusz Konieczny wrote:<br>
> Please, try mapping bays as areas - not as nodes.<br>
><br>
> It is really rare to see it done this way - but it is doable, see<br>
> <a href="http://overpass-turbo.eu/s/5CQ" target="_blank">http://overpass-turbo.eu/s/5CQ</a><br>
<br>
</span>Doable for sure but an awfully bad idea, mapping bays as areas would<br>
mean two features for the same object (coastline polygon and bay area).<br>
Furthermore the outer edge of a bay, i.e. the edge that is not<br>
coastline is usually not well defined and would require an arbitrary<br>
cutoff.<br>
<br>
Maintaining bay polygons would be an awful mess, they would end up<br>
frequently being broken. And there is no gain at all in terms of<br>
substantial information in the database compared to nodes (since the<br>
coastline is already mapped and the non-coastline edge is arbitrary).<br>
<br>
The reason you would prefer areas is probably simply that this would<br>
make it easier for to use in rendering - but making life more difficult<br>
for the mapper just to make it easier for the renderer is not a good<br>
idea. Based on the coastlines and the bay nodes you can quite easily<br>
generate approximate bay polygons that can be used for the purpose of<br>
labeling for example (yes, even for the Paulsdorfer Bucht).<br>
<br>
This argument by the way was already made in a slightly different<br>
context in<br>
<br>
<a href="https://github.com/gravitystorm/openstreetmap-carto/issues/804" target="_blank">https://github.com/gravitystorm/openstreetmap-carto/issues/804</a><br>
<span class="HOEnZb"><font color="#888888"><br>
--<br>
Christoph Hormann<br>
<a href="http://www.imagico.de/" target="_blank">http://www.imagico.de/</a><br>
<br>
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