@pyram: same problem as above - there is no relation to connect parts to the building. Yes, I know different pieces of software interpret this sort of thing more or less forgivingly, but there really should be a relation…
Yes, I know. But it’s not the problem. I’ve mapped hundreds of buildings (some much more complex) and all are rendered perfectly. My building parts are always completely within one building and fill it completely - so no relation is needed. (@Cactusbone: Or not?). Such relations are only collecting relations and I do’nt like them.
about relations for buildings, f4map do not use those at all right now. so adding them won’t fix anything for those buildings
but yes it’s best to add them, for renderers using them and for the future.
@robgeb : looks like we’re missing some changes from july 29th (including your changes)
I’m not sure how we ended up missing those, my guess is we have a bug after world import where me miss the first changes.
I’ll try to check for it
@pyram : this is weird indeed, data seems good on our side so it should render properly, we’re working on it
Nice to see it back online. However, I noticed you seem to have introduced a gradient shading on vertical surfaces. I urge you to reconsider this decision, because most buildings more complicated than a simple box outline are built with several different layers stacked - which previously blended perfectly into a seamless surface as they were meant (for the simplest example, just think of a “Stonehenge” style portal at a building entrance); now, however, those layers are rather painfully obvious cutting buildings into vertical sections at the seams. Internally simplifying the geometry into a single surface where the sections meet would solve this, but I’d think that would be a seriously major job to do.
Take the pictured chicken-foot-building. If I have the footprint tagged as building=* (which makes sense AND is common OSM practice) and then have a building:part wider than the footprint, this part doesn’t render in F4. So I have to stretch the building=* way to a top-view projection, which I feel bad about. Would be nice to map 3d data without altering the existing 2d data.
I’ve tried what I thought makes sense: instead of the building=* way, create a new untagged way representing the building top-view projection, and use it as the outline role of building relation. The footprint is not included in the relation at all. As you can see here, it didn’t work. The parts wider than the footprint magically disappear, leaving the ground levels and a small floating cap. An identical building to the right is rendered fine because it has its footprint adjusted to the widest part.
Two questions:
Why is the building:part < building constraint even in place?
Why don’t use outline member of the building relation instead?