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Tweak rendering of light buildings. #568
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* Add a border * Make them more transparent * Require a higher zoom to render them
Can you provide examples of how this will change rendering? |
Here's the main before/after : Small difference due to light buildings not rendered at this zoom : Those examples were taken from http://osm.org/go/esz2DgLc-- and rendered using tilemill. |
Any 👍 / 👎 on this ? I feel that even if we eventually merge pnorman's #565 rewrite, it'll take a while to reach consensus, while this PR is small and AFAIK from previous discussions, uncontroversial. |
I have a slight preference for reaching consensus about all changes concerning buildings before changing anythibg, rather than making incremental changes. |
I see, theres a border on the light buildings now. Those are things like garages and sheds? |
I'm generally in favour of this, with only two caveats:
If the consensus is to merge this in the interim, I'll do that. |
With the risk of making enemies: I propose to close this one, and implement #565 first. After that, we can reconsider if a special styling of light buildings is still necessary/desirable. |
No hard feelings math1985 :) Let's see how #565 pans out first, I can try to resurect light buildings afterwards. One thing that might make it harder is that #565 is already styling buildings very light. Coming up with an even lighter styling for some buildings might turn them near-invisible. I have to admit I wasn't too happy with using opacity either. Except for some cases such as building=canopy where it kinda makes sense. Will try opaque styling next time. |
The main change is adding the border, to prevent joined buildings looking like one big blob. Then I also made the rendering lighter and start at higer zoom, because those buildings are usually smaller, and by definition less important.
This should close the last item on issue #68, since the other items have been fixed by other PRs.