Reduce minimum polygon size for less blocky appearance

This commit is contained in:
Eric Fischer 2015-10-14 15:50:40 -07:00
parent 37ffacdeb9
commit 6a1895547d
3 changed files with 3 additions and 3 deletions

View File

@ -178,7 +178,7 @@ For line features, it drops any features that are too small to draw at all.
This still leaves the lower zooms too dark (and too dense for the 500K tile limit,
in some places), so I need to figure out an equitable way to throw features away.
Any polygons that are smaller than a minimum area (currently 9 square subpixels) will
Any polygons that are smaller than a minimum area (currently 4 square subpixels) will
have their probability diffused, so that some of them will be drawn as a square of
this minimum size and others will not be drawn at all, preserving the total area that
all of them should have had together.

View File

@ -420,7 +420,7 @@ drawvec clip_poly(drawvec &geom, int z, int detail, int buffer) {
drawvec reduce_tiny_poly(drawvec &geom, int z, int detail, bool *reduced, double *accum_area) {
drawvec out;
long long pixel = (1 << (32 - detail - z)) * 3;
long long pixel = (1 << (32 - detail - z)) * 2;
*reduced = true;

View File

@ -204,7 +204,7 @@ For line features, it drops any features that are too small to draw at all.
This still leaves the lower zooms too dark (and too dense for the 500K tile limit,
in some places), so I need to figure out an equitable way to throw features away.
.PP
Any polygons that are smaller than a minimum area (currently 9 square subpixels) will
Any polygons that are smaller than a minimum area (currently 4 square subpixels) will
have their probability diffused, so that some of them will be drawn as a square of
this minimum size and others will not be drawn at all, preserving the total area that
all of them should have had together.