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c4d07b5f12
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947d2d62b3
@ -41,4 +41,4 @@ private:
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}
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}
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#endif // IMG_DEM_H
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#endif // IMG_ELEVATIONTREE_H
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@ -30,6 +30,7 @@ using namespace IMG;
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#define WATER 1
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#define WATER 1
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#define BLUR_RADIUS 3
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#define BLUR_RADIUS 3
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#define DELTA 0.05 /* DEM3 resolution in degrees */
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static const QColor textColor(Qt::black);
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static const QColor textColor(Qt::black);
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static const QColor haloColor(Qt::white);
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static const QColor haloColor(Qt::white);
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@ -476,11 +477,9 @@ MatrixD RasterTile::elevation(int extend) const
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for (int i = 0; i < ll.size(); i++)
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for (int i = 0; i < ll.size(); i++)
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rect = rect.united(ll.at(i));
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rect = rect.united(ll.at(i));
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// Extra margin for always including the next DEM tile on the map tile
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// Extra margin for edge()
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// edges (the DEM tile resolution is usally < 5% of the map tile)
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rect = rect.united(Coordinates(rect.right() + DELTA,
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double delta = rect.width() / 16;
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rect.bottom() - DELTA));
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rect = rect.united(Coordinates(rect.right() + delta,
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rect.bottom() - delta));
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_data->elevations(rect, _zoom, &tiles);
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_data->elevations(rect, _zoom, &tiles);
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@ -276,10 +276,7 @@ void VectorTile::elevations(const RectC &rect, const Zoom &zoom,
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}
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}
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}
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}
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// Shift the DEM level to get better data then what the map defines for
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int level = _dem->level(zoom);
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// the given zoom (we prefer rendering quality rather than speed). For
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// maps with a single level this has no effect.
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int level = _dem->level(zoom) / 2;
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QList<const DEMTile*> tiles(_dem->tiles(rect, level));
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QList<const DEMTile*> tiles(_dem->tiles(rect, level));
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for (int i = 0; i < tiles.size(); i++) {
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for (int i = 0; i < tiles.size(); i++) {
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const DEMTile *tile = tiles.at(i);
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const DEMTile *tile = tiles.at(i);
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@ -8,7 +8,7 @@ class HillShading
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{
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{
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public:
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public:
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static QImage render(const MatrixD &m, int extend, quint8 alpha = 96,
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static QImage render(const MatrixD &m, int extend, quint8 alpha = 96,
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double z = 0.6, double azimuth = 315, double elevation = 45);
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double z = 0.3, double azimuth = 315, double elevation = 25);
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};
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};
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#endif // HILLSHADING_H
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#endif // HILLSHADING_H
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