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#201 2013-11-29 12:11:48

cmif4
Member
From: Paris
Registered: 2013-06-10
Posts: 121
Website

Re: Real time 3D map using WebGL

chris66 wrote:

Hi,
let me know how to tag boats:

As explained in our wiki boats are added on lines with waterway=river|canal and boat:yes|designated|permissive or route=ferry.

chris66 wrote:

and how to avoid that they are driving above the bridges.

You can't for now, we need to handle bridges in the animation process (it's already planned).

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#202 2013-12-21 17:02:21

chris66
Member
From: Germany
Registered: 2009-05-24
Posts: 10,128

Re: Real time 3D map using WebGL

Hi,
do you evaluate the height-tag for trees (natural=tree)?

Edit: Yes, it's evaluated (forgot to adjust the height for two of the trees):

16896967sm.jpg

Last edited by chris66 (2013-12-30 11:17:23)


Mapper aus dem Münsterland.

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#203 2013-12-21 17:15:05

chris66
Member
From: Germany
Registered: 2009-05-24
Posts: 10,128

Re: Real time 3D map using WebGL

Hi,
I think the smoke from chimney is flowing against the wind direction.

worldweatheronline wrote:

Wind:
17 mph from the S

So the smoke should go to the north but actually it goes to the south. cool

Last edited by chris66 (2013-12-21 17:15:36)


Mapper aus dem Münsterland.

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#204 2013-12-21 18:18:41

cmif4
Member
From: Paris
Registered: 2013-06-10
Posts: 121
Website

Re: Real time 3D map using WebGL

chris66 wrote:

Hi,
do you evaluate the height-tag for trees (natural=tree)?

Yep we handle height and min_height in meter on almost every 3D stuff.

chris66 wrote:

I think the smoke from chimney is flowing against the wind direction.

I'll check the weather API next days, there may be a mistake with the wind direction i don't remember if the direction is the origin or destination.

[Edit: smoke and clouds direction now matches the right wind direction]

Last edited by cmif4 (2013-12-23 12:27:06)

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#205 2013-12-27 14:24:43

chris66
Member
From: Germany
Registered: 2009-05-24
Posts: 10,128

Re: Real time 3D map using WebGL

Hi,
you seem to imply lanes=1 for residential road. Could you also do this for living_street. So that no center lines
are drawn.

Chris


Mapper aus dem Münsterland.

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#206 2013-12-27 14:49:56

chris66
Member
From: Germany
Registered: 2009-05-24
Posts: 10,128

Re: Real time 3D map using WebGL

Hi,
landuse=plant_nursery is not yet rendered.
Here is my proposal:
http://up.picr.de/16868441vo.jpg


Mapper aus dem Münsterland.

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#207 2013-12-31 10:27:42

chris66
Member
From: Germany
Registered: 2009-05-24
Posts: 10,128

Re: Real time 3D map using WebGL

cmif4 wrote:
chris66 wrote:

Hi,
do you evaluate the height-tag for trees (natural=tree)?

Yep we handle height and min_height in meter on almost every 3D stuff.

If I see right you don't evaluate the height for natural=tree_row. Could this be added?
Thank you. smile


Mapper aus dem Münsterland.

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#208 2014-01-02 21:19:32

cmif4
Member
From: Paris
Registered: 2013-06-10
Posts: 121
Website

Re: Real time 3D map using WebGL

chris66 wrote:

you seem to imply lanes=1 for residential road. Could you also do this for living_street. So that no center lines
are drawn.

landuse=plant_nursery is not yet rendered.

If I see right you don't evaluate the height for natural=tree_row. Could this be added?

Hi, i'm currently in holidays but i'll have a look at these proposal next week.

Happy new year everyone !

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#209 2014-01-06 11:07:53

cmif4
Member
From: Paris
Registered: 2013-06-10
Posts: 121
Website

Re: Real time 3D map using WebGL

chris66 wrote:

you seem to imply lanes=1 for residential road. Could you also do this for living_street. So that no center lines
are drawn.

We imply 1 line when one_way=yes or highway=footway|path|track|pedestrian|bridleway|raceway

chris66 wrote:

If I see right you don't evaluate the height for natural=tree_row. Could this be added?

This has been fixed and should be online in a few days.

chris66 wrote:

landuse=plant_nursery is not yet rendered.

I planned a task to handle landuse=plant_nursery|orchard

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#210 2014-01-08 14:18:45

cmif4
Member
From: Paris
Registered: 2013-06-10
Posts: 121
Website

Re: Real time 3D map using WebGL

cmif4 wrote:

I planned a task to handle landuse=plant_nursery|orchard

It has been released on public server.

I also implemented building:part=steps combined with roof::shape=skillion roof:slope:direction=xxx, it creates a stair with 16cm step height (it could be changed using step:height=sizeInMeter. Check out the result on Bercy.

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#211 2014-01-08 14:56:50

chris66
Member
From: Germany
Registered: 2009-05-24
Posts: 10,128

Re: Real time 3D map using WebGL

cmif4 wrote:

We imply 1 line when one_way=yes or highway=footway|path|track|pedestrian|bridleway|raceway

Hi,
just found it curious why for living_street a center line is drawn, but not for residential.

And I checked that even by adding lanes=1 the center line can not be eliminated.

Chris

Last edited by chris66 (2014-01-08 14:57:33)


Mapper aus dem Münsterland.

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#212 2014-01-08 15:08:54

cmif4
Member
From: Paris
Registered: 2013-06-10
Posts: 121
Website

Re: Real time 3D map using WebGL

We'll check it out during next tiles style update.

Last edited by cmif4 (2014-01-08 15:33:08)

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#213 2014-01-08 17:17:51

things-change
Member
Registered: 2011-10-27
Posts: 351

Re: Real time 3D map using WebGL

chris66 wrote:

just found it curious why for living_street a center line is drawn, but not for residential.
And I checked that even by adding lanes=1 the center line can not be eliminated.

+1

In an early version residential roads and parking aisles had street markings. I wrote that before in this thread. Thanks @cmif4 for changing this. Now it is imho rendered right, residential roads should have no markings. But as chris said, also living streets shouldn't have markings. And control the road markings with lane tags would be great!

cmif4 wrote:

I also implemented building:part=steps combined with roof::shape=skillion roof:slope:direction=xxx, it creates a stair with 16cm step height (it could be changed using step:height=sizeInMeter. Check out the result on Bercy.

Bercy looks awesome! This allows a lot of more modeling for buildings :thumbsup: Are there plans to use this for single stairs? But I think there is the big problem to connect them on the landscape model...

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#214 2014-01-08 17:32:35

cmif4
Member
From: Paris
Registered: 2013-06-10
Posts: 121
Website

Re: Real time 3D map using WebGL

things-change wrote:

Bercy looks awesome! This allows a lot of more modeling for buildings :thumbsup:

Thank you, i spent a huge amount of time to adapt every tags without breaking other contributors work on this area. The best thing with building:part=steps is that it improve rendering without mapping every steps 1 by 1 like we did on Roland Garros.

things-change wrote:

Are there plans to use this for single stairs? But I think there is the big problem to connect them on the landscape model...

Yep we got a bunch of graphic artifacts when activating elevation as OSM isn't adapted for modelling stuff on sloppy areas. We already tried some technique to flatten roads, waterway... but it was a pain to implement and lead to so many bugs that we gave it up (we hope hardware improvement and new algorithm could permit it in the future).

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#215 2014-01-12 19:42:15

things-change
Member
Registered: 2011-10-27
Posts: 351

Re: Real time 3D map using WebGL

Hi,

this Hotel isn't rendered as expected:

http://map.f4-group.com/#lat=53.5472664 … de%20hotel

I tagged the pillars with colour=white (not building:colour or building:facade:colour or something like this), why aren't they rendered in white?
In your wiki is said, most features handle the colour tag.

Last edited by things-change (2014-01-12 19:42:35)

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#216 2014-01-13 09:43:10

cmif4
Member
From: Paris
Registered: 2013-06-10
Posts: 121
Website

Re: Real time 3D map using WebGL

"colour=white" is not part of the S3DB so it is ignored on building extraction.

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#217 2014-01-13 10:18:31

things-change
Member
Registered: 2011-10-27
Posts: 351

Re: Real time 3D map using WebGL

wiki.map.f4-group.com wrote:

Most of our feature handle these common tags:
colour=color description (word or hexadecimal RGB value)
...

smile

But I'll change it to building:colour and I'll see what will happen.

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#218 2014-01-13 14:39:58

chris66
Member
From: Germany
Registered: 2009-05-24
Posts: 10,128

Re: Real time 3D map using WebGL

cmif4 wrote:

"colour=white" is not part of the S3DB so it is ignored on building extraction.

If this is the case your Wiki should be corrected:

F4 Wiki wrote:

colour=color description (word or hexadecimal RGB value)


Mapper aus dem Münsterland.

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#219 2014-01-13 14:44:59

cmif4
Member
From: Paris
Registered: 2013-06-10
Posts: 121
Website

Re: Real time 3D map using WebGL

Our wiki is correct, "colour" tag is not part of the S3DB but it can be used for non building features

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#220 2014-01-13 14:53:53

chris66
Member
From: Germany
Registered: 2009-05-24
Posts: 10,128

Re: Real time 3D map using WebGL

Huh, this is confusing. cool


Mapper aus dem Münsterland.

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#221 2014-01-16 14:24:43

cmif4
Member
From: Paris
Registered: 2013-06-10
Posts: 121
Website

Re: Real time 3D map using WebGL

Good new, we released a new version of F4Maps with real time water reflection (when ground elevation is disabled), check it out on Manhattan

Bad new, latest Chrome (v32) does not support WebGL on Windows XP and Vista anymore. You can still force it (at your own risks) by enabling the Override software rendering list under chrome://flags/#ignore-gpu-blacklist.

Last edited by cmif4 (2014-01-16 14:40:47)

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#222 2014-01-16 15:07:30

chris66
Member
From: Germany
Registered: 2009-05-24
Posts: 10,128

Re: Real time 3D map using WebGL

Hi,
do you evaluate the direction tag for statues?
http://wiki.openstreetmap.org/wiki/Key%3Adirection

or are they rendered to look to a random direction?


Mapper aus dem Münsterland.

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#223 2014-01-16 15:18:55

cmif4
Member
From: Paris
Registered: 2013-06-10
Posts: 121
Website

Re: Real time 3D map using WebGL

chris66 wrote:

Hi,
do you evaluate the direction tag for statues?
http://wiki.openstreetmap.org/wiki/Key%3Adirection

or are they rendered to look to a random direction?

Power_tower are aligned with their matching power_line, other features are oriented randomly but we could handle direction key in the futur (i added a task for that)

[Edit: it will be handled for sculptures on next release]

Last edited by cmif4 (2014-01-16 17:36:09)

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#224 2014-01-24 07:57:59

things-change
Member
Registered: 2011-10-27
Posts: 351

Re: Real time 3D map using WebGL

For barrier=wall do you interpret materials or colors or is this planned?

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#225 2014-01-24 10:31:47

cmif4
Member
From: Paris
Registered: 2013-06-10
Posts: 121
Website

Re: Real time 3D map using WebGL

things-change wrote:

For barrier=wall do you interpret materials or colors or is this planned?

Yes we handle color & material tags on barrier=wall with the same material name mapping as buildings.

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