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Please render buildings with different colors. #261
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Fixed typo
Update README.md
landuse=wood used to render the same as natural=wood for fill, but omitted the name. landuse=wood has 4.7k uses compared to 1.8 million natural=wood and 2.2 million landuse=forest.
Fix for crash of get-shapefiles.sh on populated places ogr2ogr cleanup
- Rename #roads to #roads-low-zoom - Rename #minor-roads-casing to #roads-casing - Rename #minor-roads-fill to #roads-fill
- Move preserved railways and monorails from low-zoom layer #roads-low-zoom - Remove funicular rule that never gets hit
Update coding guidelines after discussion with Andy: - Code order - Notation of multiple attachments
The layer order used to be as follows. (bridges) B I classified all layers between and including the bridge-layers and the tunnels-layer with one of the following classifications: B Bridge level. R/B Above roads but below bridges. R Road level. T/R Above tunnels but below roads. T Tunnel level. I grouped all of the layers within one class together, without changing the order within the classes. For now, I ignored the buildings-layers, due to the difficulties with ordering buildings, highways and highway-areas described in #172. This change causes a couple of changes in the rendering, which mainly occur in rare cases. - Casings of turning circles are now drawn above foot/bike/track tunnels (they were already drawn above other tunnels), and above cliffs and barriers (just like other roads are drawn above cliffs and barriers). - Landuse-overlays (i.e., military and national park), castlewalls, and citywalls are now drawn above foot/bike/track tunnels (they were already drawn above other tunnels). - Ferry-routes are now drawn below roads (highways, tracks, turning-circles, and highway-areas). - Railways on level 12 (due to the #roads-low-zoom layer), aerialways, and waterway-bridges are now drawn above access and directions markers of roads (they were already drawn above the roads themselves).
The layer order used to be as follows. (bridges) B direction-pre-bridges.directions R access-pre-bridges.access R waterway-bridges R/B roads-low-zoom R/B aerialways R/B ferry-routes T/R turning-circle-fill R roads-fill R tracks-notunnel-nobridge R buildings ??? buildings-lz ??? highway-area-fill R roads-casing R highway-area-casing R area-barriers.barriers T/R cliffs T/R line-barriers.barriers T/R tracks-tunnels T footbikecycle-tunnels T turning-circle-casing R landuse-overlay T/R castlewalls-poly.castlewalls T/R castlewalls.castlewalls T/R citywalls T/R tunnels T I classified all layers between and including the bridge-layers and the tunnels-layer with one of the following classifications: B Bridge level. R/B Above roads but below bridges. R Road level. T/R Above tunnels but below roads. T Tunnel level. I grouped all of the layers within one class together, without changing the order within the classes. For now, I ignored the buildings-layers, due to the difficulties with ordering buildings, highways and highway-areas described in #172. This change causes a couple of changes in the rendering, which mainly occur in rare cases. - Casings of turning circles are now drawn above foot/bike/track tunnels (they were already drawn above other tunnels), and above cliffs and barriers (just like other roads are drawn above cliffs and barriers). - Landuse-overlays (i.e., military and national park), castlewalls, and citywalls are now drawn above foot/bike/track tunnels (they were already drawn above other tunnels). - Ferry-routes are now drawn below roads (highways, tracks, turning-circles, and highway-areas). - Railways on level 12 (due to the #roads-low-zoom layer), aerialways, and waterway-bridges are now drawn above access and directions markers of roads (they were already drawn above the roads themselves).
The layer #tracks-notunnel-nobridge has been merged into #roads-fill. This unifies the various track-definitions. Rendering changes: The rendering order of tracks versus other roads is now determined by z_order. Therefore, tracks are now leveled at the same level as service roads, footways, cycleways, and paths, instead of below them. The rendering of the tracks themselves has not been altered.
…tmap-carto into math1985-documentation
…-carto into math1985-roads
The original omission in the SQL query is the bug, and it makes sense to treat them similarly to other railway types, and to have them appearing not after their stations when zooming in.
…-carto into math1985-roadsv2.0 Conflicts: project.mml
Oops, roads should only render from level 13 on.
Make sure that tracks without tracktype render as before merging #tracks-notunnel-nobridge into #roads-fill, by providing defaults.
…-carto into math1985-roads
Highway=byway should not render, as it has been deprecated for over three years.
Highway=unsurfaced is not a highway type.
changed commercial to construction to save gravitystorm's sanity:p
Update landcover.mss
Fixes #164 Any natural=bay ways I checked were on top of water anyways.
Remove rendering of natural=bay areas
Change 'beirgarten' to 'biergarten' to fix a typo
Remove rendering for highway=byway
Remove rendering for highway=unsurfaced
…reetmap-carto into pnorman-military_hatching
Pharmacies names weren't rendereding as they were pushed too close to the icons Fixes #176
Increase text spacing for pharmacies
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You've opened up a pull request that's the wrong way around and doesn't contain any commits by you. Ideally you'd rebase your branch against the latest code too. I'm going to close this so you can open a clean pull request. |
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But in all honesty, I'm not going to accept such a pull request. The greenspaces rendering is a good example - we have many different colours (for pitches, parks, gardens etc) and nobody knows what they mean, or can recognise any particular colour in isolation. Moreover, the entire stylesheet contains far too many colours, scattered around the entire RGB colourspace. It doesn't make for a nice-looking map, and it doesn't clearly communicate what each colour is trying to represent. This proposal has the same problems - it increases the number of colours, and it doesn't make the map easier to understand. It simply makes more things look different from one another. |
please don't, this suggestion is OK for a specialized functional rendering, but IMHO not for a general map Cheers, |
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And maps like this already exist - for example http://www.itoworld.com/map/122 |
Please render buildings with different colors:
Cheers Klaus