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4 changed files with 11 additions and 7 deletions

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@ -41,4 +41,4 @@ private:
} }
#endif // IMG_ELEVATIONTREE_H #endif // IMG_DEM_H

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@ -30,7 +30,6 @@ using namespace IMG;
#define WATER 1 #define WATER 1
#define BLUR_RADIUS 3 #define BLUR_RADIUS 3
#define DELTA 0.05 /* DEM3 resolution in degrees */
static const QColor textColor(Qt::black); static const QColor textColor(Qt::black);
static const QColor haloColor(Qt::white); static const QColor haloColor(Qt::white);
@ -477,9 +476,11 @@ MatrixD RasterTile::elevation(int extend) const
for (int i = 0; i < ll.size(); i++) for (int i = 0; i < ll.size(); i++)
rect = rect.united(ll.at(i)); rect = rect.united(ll.at(i));
// Extra margin for edge() // Extra margin for always including the next DEM tile on the map tile
rect = rect.united(Coordinates(rect.right() + DELTA, // edges (the DEM tile resolution is usally < 5% of the map tile)
rect.bottom() - DELTA)); double delta = rect.width() / 16;
rect = rect.united(Coordinates(rect.right() + delta,
rect.bottom() - delta));
_data->elevations(rect, _zoom, &tiles); _data->elevations(rect, _zoom, &tiles);

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@ -276,7 +276,10 @@ void VectorTile::elevations(const RectC &rect, const Zoom &zoom,
} }
} }
int level = _dem->level(zoom); // Shift the DEM level to get better data then what the map defines for
// the given zoom (we prefer rendering quality rather than speed). For
// maps with a single level this has no effect.
int level = _dem->level(zoom) / 2;
QList<const DEMTile*> tiles(_dem->tiles(rect, level)); QList<const DEMTile*> tiles(_dem->tiles(rect, level));
for (int i = 0; i < tiles.size(); i++) { for (int i = 0; i < tiles.size(); i++) {
const DEMTile *tile = tiles.at(i); const DEMTile *tile = tiles.at(i);

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@ -8,7 +8,7 @@ class HillShading
{ {
public: public:
static QImage render(const MatrixD &m, int extend, quint8 alpha = 96, static QImage render(const MatrixD &m, int extend, quint8 alpha = 96,
double z = 0.3, double azimuth = 315, double elevation = 25); double z = 0.6, double azimuth = 315, double elevation = 45);
}; };
#endif // HILLSHADING_H #endif // HILLSHADING_H