On Dec 19, 2007 1:17 AM, Brent Easton <<a href="mailto:b.easton@exemail.com.au">b.easton@exemail.com.au</a>> wrote:<br><div class="gmail_quote"><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Hi Maciek,<br><br>This is known as the T@H Unrenderability theorem:<br><br>For any given computer system, there exists a set of tiles that are too complex for that system to render in real time.<br><br>There are a couple of approaches to this problem:
<br><br>1. I have working with Dodi on reducing the size of the SVG files generated. The files are bloated out with a lot of extra stuff that is outside of the render box and so never get's rendered. It get's pulled in along with the place names to handle generation of names accross tile borders. The use of the smart-linecaps feature for nearly every single line generated also blows out the size and complexity by a factor of at least 2, especially in the lowzoom processing. If we can reduce the size of the generated SVG, then Inkscape will be better able to process it. Dodi seems to be tied up at the moment, so this work has stalled.
<br><br>2. I have added the option to use Batik instead of Inkscape to render tiles. You may have better luck with Batik in extreme situations. Unfortunately, there is a bug in Osmarender that causes Batik to fail occasionally. Still working on this one also.
<br><br>3. A more general solution is to use Osmosis to cut the dowloaded OSM file into smaller strips for processing the higher zoom levels. This will result in smalled SVG's. Since the higher zoom levels process the SVG's in strips anyway, nothing is lost. This requires a mod to Osmosis and much work on
tilesgen.pl and I just haven't had a chance to work on it.<br></blockquote><div><br>A better solution would be to have t@h work at z13 instead of z12. This will reduce the problem by a factor of 4. And if it still fails, then run it at z14. The original choice of z12 was arbitrary based on the assumption that it was a manageable size. Clearly it isn't once a dense urban tile is fully mapped, particularly for highzoom levels where there is much more detail, so choose a level that is practical.
<br><br>This would be far easier than introducing another dependency (osmosis requires java I think) into the t@h client stack.<br><br>80n<br><br> </div><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<br><br>Hopefully, after Christmas, we can get something happening. Options 1 and 2 are in hand. Any assistance offered with option 3 would be appreciated.<br><br><br>Regards,<br>Brent.<br><br><br><br>*********** REPLY SEPARATOR ***********
<br><div><div></div><div class="Wj3C7c"><br>On 19/12/2007 at 1:13 AM mkalkal wrote:<br><br>>Hi,<br>><br>> My computer has 1GB of RAM and 3GB of swap,but when I was given to<br>>render such tiles :<br>>Doing tileset 1171,1547 (zoom 12)
<br>>Doing tileset 2103,1347 (zoom 12)<br>>inkscape was killed with out of memory message. My current system is<br>>Debian lenny and i686 kernel.<br>>I wonder if I should to switch to amd64 kernel in order to give inkscape
<br>>more virtual space ?<br>>Simply adding more swap may not work.<br>>What do you think ?<br>><br>><br>>Maciek Kaliszewski<br>><br>><br>><br>>----------------------------------------------------------------------
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<br><br>____________________________________________________________<br><font color="#888888">Brent Easton<br>Analyst/Programmer<br>University of Western Sydney<br>Email: <a href="mailto:b.easton@uws.edu.au">b.easton@uws.edu.au
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