irclog2html for #gct on 20030226

01:12.31hardwirewho?
01:30.14TheMasterMind1yo
01:30.16TheMasterMind1sup
01:30.26TheMasterMind1i'm trying to get this to display the streets on the canvas :)
01:30.53TheMasterMind1in the cdb
01:31.00TheMasterMind1we have gridlist right
01:31.28TheMasterMind1thats a list of numbers that point to the indexes of the streets in that grid?
01:31.29TheMasterMind1correct?
01:31.52TheMasterMind1and then aXlist is a list of streets that are that type of road
04:41.47hardwirewhat were you saying about oo hell?
06:36.19*** join/#gct TheMasterMind1 (foobar@h-69-3-0-37.MCLNVA23.covad.net)
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10:49.41*** join/#gct TheMasterMind1 (foobar@h-69-3-0-37.MCLNVA23.covad.net)
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16:27.55TheMasterMind1hello
16:58.21TheMasterMind1yo, hardwire
17:18.02*** join/#gct TheMasterMind1 (foobar@h-69-3-0-37.MCLNVA23.covad.net)
18:05.42hardwirehi
18:08.44TheMasterMind1hey
18:08.45TheMasterMind1whats up
18:09.28hardwirewaking up
21:09.09hardwireneed to figure out pixels per degree today
22:18.24hardwireshit.. I need to add a single variable "linecount" to the CDB
22:18.24hardwireheh
22:18.39TheMasterMind1why
22:18.39hardwirethat basically indexes all the road lines right there
22:18.46hardwireI can just count up from there
22:18.53TheMasterMind1hmm
22:18.59hardwireif I want to draw absolutely eveerything
22:19.55hardwirecause I have a worldmap shapefile now
22:19.58hardwiredrawing that ATM
22:20.01hardwirewell.. begenning too
22:20.04hardwirebeginning
22:21.11TheMasterMind1cool
22:22.00hardwireDebug: world
22:22.01hardwireDebug:     Gridsquares: 79818
22:22.02hardwireheh
22:22.04TheMasterMind1why do you need linecount
22:22.11TheMasterMind1just go through all the gridsqures
22:22.23hardwireheheh
22:22.26hardwirecause the same shap
22:22.30hardwireis in about 500 gridsquares
22:22.33hardwirelike.. africa
22:22.46hardwireeach time the line goes thru a gridsquare it gets drawn
22:22.48hardwireerr
22:22.51hardwireput int he gridsquare list
22:23.00hardwirewell.. thats a lot of repeat draws
22:23.08hardwireI can stop repeat drawing.. thats no problem
22:23.11TheMasterMind1lot of repeat storage too
22:23.19hardwireloooots
22:23.27hardwirethere is no good way to solve that either..
22:23.31TheMasterMind1yea
22:23.41TheMasterMind1i'm working on a script to make cdb out of tiger data
22:23.46hardwireneat!
22:23.49hardwirethat should be great
22:23.50hardwireand fast
22:23.50TheMasterMind1i think i can optimize stuff a little more, i'll play around with it
22:23.57hardwirejust say how
22:25.10TheMasterMind1i'm going to try storing list of nodes, and then each record has a start and end node, and you don't need to store boundaries cuz you can tell from the node coordinates. and the street names are repeated a lot, so i'll make a index of those..
22:26.55hardwireI don't understand why you would stop storing boundaries
22:27.01hardwireif you store nodes then that takes up lots more space
22:27.23TheMasterMind1yea
22:27.34hardwirehmm
22:27.36TheMasterMind1i'll play around with it
22:27.39hardwireookay
22:28.17hardwirethe world map has soo many gridsquares that it takes a while to even look for dupes
22:28.49hardwireI could just use boundaries at this point for drawing it
22:29.13hardwireeven simple bounding box detection for the current frame and its polyline
22:30.00TheMasterMind1there's a line in every single gridsquare?
22:31.47hardwireno
22:31.58hardwirebut when you have a line that travels thru eveery gridsquare on its boundaries
22:32.05hardwirelike.. for the US
22:32.11hardwirethen you have lots of gridsquares referencing everything
23:33.25hardwirehttp://bastard.bogomip.com/gct_shot8.png
23:35.36hardwirethats soo many lines
23:38.15TheMasterMind1heh
23:38.22TheMasterMind1how long does it take to render
23:39.23hardwirequite a while
23:40.13TheMasterMind1that sucks :\
23:40.37TheMasterMind1its also missing parts of the world
23:40.37TheMasterMind1heh
23:40.56hardwirenot sure why that is
23:42.42hardwirethat is 136680 lines
23:43.33TheMasterMind1damn
23:45.05hardwirehmm
23:45.17hardwirewell
23:45.22hardwirethats got segmenting working too
23:45.27hardwireso it draws in new segments :)
23:45.29hardwireerr
23:45.31hardwirecontinued lines
23:45.36hardwirethat was a few extra lines of code
23:45.48hardwireI could reduce the segment amount to like 20
23:46.04hardwireand for every 20 parts to a segment I could calculate the overall bounding box length
23:46.14hardwirea**2 + B**2 = c**2
23:46.25hardwirethat could be a byte basically
23:46.50hardwirethen I would know the length of each segment I am drawing
23:47.05hardwireif its < something then don't draw that segment (according to the zoom
23:47.18hardwireinstead draw the next segment if it passes
23:47.28hardwireor
23:47.40hardwireI could define a list of drawable segments in a quick hash
23:47.46hardwireper certain zoom levels
23:47.50TheMasterMind1yea
23:47.50hardwirelike high mid low
23:47.52TheMasterMind1thats a good idea
23:48.05hardwirecause there are usually gonna be less than 255 segments
23:48.05TheMasterMind1zoom level based
23:49.01hardwirehmmmm
23:49.08hardwirethe only problem is you will have lines joining gaps
23:49.23hardwireI would have to make the segments interesting
23:49.26hardwireHEY1
23:49.28hardwireI could do this
23:49.34TheMasterMind1figure out how many feet is one pixel
23:49.36TheMasterMind1and if its less than that
23:49.41TheMasterMind1don't draw it
23:49.51hardwirerun a segment.. until it reaches a certain amount of degrees in length.. then split it at that amount
23:50.02hardwirethen I need to store 1 byte
23:50.10hardwirehow many verts are there in this segment
23:50.24hardwireaccording to how many verts.. I can skip that whole segment
23:50.28hardwireor even just parts of that segment
23:50.32TheMasterMind1hmm yea
23:50.33hardwireinstead of += 2 for the for loop
23:50.35hardwireuse += 4
23:50.40hardwireor += 8
23:50.47hardwirethats a damn good solution
23:51.34hardwirehmm
23:51.37hardwireactually
23:51.40hardwirethat would not work too well :)
23:51.46TheMasterMind1heh
23:51.49hardwirehold on
23:52.00TheMasterMind1i think my idea is good. if you're going to be drawing only one or two pixels, skip it
23:52.20TheMasterMind1and based on the zoom, that changes. because more zoom means less feet per pixel
23:52.46hardwirewell.. I don't know if I am only drawing one or two pixels
23:52.50hardwirew/o knowing the delta
23:53.04hardwirethe distance delta
23:53.32TheMasterMind1ya you can calc that
23:53.38hardwireaugh
23:53.45hardwirethat takes up LOTS of cPU
23:53.51TheMasterMind1hm yea
23:53.55hardwiresqrt(deltax**2 + deltay**2)
23:53.59hardwirealready did that
23:54.00TheMasterMind1but the data is delta encoded already
23:54.02hardwiregot impatient waiting for it
23:54.07hardwireno
23:54.14hardwireits a delta on 2 axis
23:54.16hardwirenot a distance delta
23:54.20TheMasterMind1you can do y/x to find slope
23:54.32hardwireslope == a**2 + b**2 = c**2
23:54.33TheMasterMind1and if x<NUM and y<NUM
23:54.41hardwirebah.. did that already
23:54.46hardwirecould not find the appropriate coeffecient
23:54.47TheMasterMind1ok
23:54.47TheMasterMind1fine
23:54.54hardwireas soon as I dropped 300 lines the world got out of order
23:54.56hardwireheh
23:55.20hardwireI just dropped the count in half for drawing
23:55.23hardwireand it was pretty fast
23:55.27hardwirebut its all fudged up
23:55.59hardwireI am gonna start splitting stuff a bit
23:56.01TheMasterMind1ok
23:56.07hardwireprecalcing slope
23:56.13hardwireerr
23:56.13hardwiredistance
23:56.16hardwiresorta
23:56.23hardwirejust go until it goes ? .25 degrees
23:56.27hardwire>
23:57.11hardwireonce it goes that far I am gonna split the lines and encode an extra byte at the beginning for count in segment
23:57.21hardwirethen I can do segment reduction vs overall polyline reduction
23:57.23hardwirewhich.. augh
23:57.25hardwirelemme get a scap :)
23:58.18hardwirehttp://bastard.bogomip.com/gct_shot9.png
23:58.19hardwireheheheh
23:58.24hardwire68k lines
23:58.40hardwireand that makes it so that it does not form a full polygon if need be either
23:59.19TheMasterMind1whoa
23:59.19TheMasterMind1wtf
23:59.22hardwirehehehe
23:59.23hardwireyeh
23:59.44hardwireif I skip 2 thats fine
23:59.47hardwirethats two verts
23:59.50hardwirenormal
23:59.53hardwireif I skip 4.. thats great

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