[OSM-talk] Osmarender 3.0

Etienne 80n80n at gmail.com
Thu Sep 28 14:18:38 BST 2006


On 9/28/06, Wollschaf <mith at uni.de> wrote:
>
> On Thu, 28 Sep 2006 12:09:33 +0200, Thomas Walraet wrote:
>
> >>>     Or would this hit the API too much?
> > This is the sort of things that could run on another server from the
> > weekly planet.osm
>
> I agree on that. The live map needs to be fast and - even more important -
> each tile (or in this case cached area) has to fit the next one. I think
> it is far easier to have two map servers:
>
> - one for the general public, updated on a daily basis. Read-only DB, fast
> access, perhaps filtered data (things the map renderer cannot display can
> be left out; Optimizations that speed up client-side rendering can be
> done).
>
> - one for developers and mappers, a bit hidden (in the wiki). This one
> could use direct access to the database, accessable only with login - and
> because of much less users, even work without caching.
>
> The SVG map needs to be faster than the current osmarender interface,
> though. I appreciate the beauty of the osmarender approach, but I'm not
> sure if the slippy map for the general public should use the in-browser
> conversion (because it's slow for dense areas). Especially for older
> computers, this is a serious problem because SVG rendering alone takes
> much time.


Currently the rules file includes a rule for almost everything.  Just
rendering main roads and motorways would be much quicker, the user could
then get more detail when they zoom in on an area.


It might be best to generate (and optimize!) the SVG on the server and
> store it in the database, instead of just shoveling OSM data around.
> Perhaps I'm wrong and the conversion takes only a small percentage of the
> time it takes to render the SVG. I can not measure that.
>
> The developer map should use Osmarender, because speed does not matter
> that much in this case, and tweaking can be done in real-time.
>
> Wollschaf
>
>
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