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Am 16.06.2016 um 12:19 schrieb Emux:
Title says it all.. We're aware that popular features in Mapsforge are map rotation & variable zoom level. It's a fact that client software rendering of vector data has performance limits. That's why searching alternative ways for their handling, i.e. OpenGL rendering. Examined various OS implementations, the most versatile one appears to be VTM <https://github.com/opensciencemap/vtm> (OpenScienceMap). Working on Android, Desktop, HTML/WebGL, iOS via OpenGL ES or libGDX with backends. Also it has a solid amalgamation with Mapsforge, since it actually contains fragments of it.
That's sounds good. I looked into VTM and it seems much more structured than Mapsforge
We communicated with Hannes Janetzek about library's state, as it appears being in dormant condition. And decided to fork it for continue development, furthermore provide compatibility with present Mapsforge.
Do you mean that you incooperate VTM into Mapsforge or that VTM is the base for the next Mapsforge?
Some things to consider: - It's compatible with Mapsforge maps v3 (no multilingual maps v4) - It lacks support for SVG graphics (useful at HD devices) - Themes being coastline aware - Universal cache mechanism More importantly: - It's incompatible with Mapsforge themes, having its own variant
<https://github.com/mapsforge/vtm/blob/master/vtm-themes/resources/assets/styles/default.xml> (with clever ideas) - Noteworthy missing theme rule is line symbol, e.g. oneways Analysis of the library was performed and many ideas have emerged. Looking ahead I'll push: - Build automation / dependencies updates - Native libraries for all platforms - Modules reorganization - Various improvements - Fixes (e.g. memory leaks) - ...
If you reorganice the code, could you consider other projects too? It would be great to have more than one project, which contains the complete core.
Cheers,
Dirk
Do you mean that you incooperate VTM into Mapsforge or that VTM is the base for the next Mapsforge?
I want run the desktop example, but I hav exceptions with loading the native library!
Exception in thread "main" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load shared library 'vtm-jni64.dll' for
target: Windows 10, 64-bit
at com.badlogic.gdx.utils.SharedLibraryLoader.load(SharedLibraryLoader.java:118)
at org.oscim.gdx.GdxMapApp.init(GdxMapApp.java:38)
at org.oscim.gdx.GdxMapApp.main(GdxMapApp.java:48)
Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Unable to read file for extraction: vtm-jni64.dll
at com.badlogic.gdx.utils.SharedLibraryLoader.readFile(SharedLibraryLoader.java:126)
at com.badlogic.gdx.utils.SharedLibraryLoader.loadFile(SharedLibraryLoader.java:279)
at com.badlogic.gdx.utils.SharedLibraryLoader.load(SharedLibraryLoader.java:115)
... 2 more
Can you explayn how can i start the example?
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Thanks for the feedback, I forgot to mention above that any help is most certainly welcome!
For Android there are actually two ways to use OpenGL:
- Directly with the official libraries in Android SDK (vtm-android module)
(what I use as recommended approach by VTM)
- libGDX library with the gdx-backend-android (vtm-android-gdx module)
VTM has in use a versatile interface system for the GL adapter, making it flexible to switch among them.
It's similar to our Mapsforge Android / AWT interfaces for calling different platform calls (which BTW exist also here).
For example in desktop Cruiser I have tried all known libGDX backends using this mechanism.
Using Mapsforge strictly as tile provider is probably more convenient solution, but then we stumble upon the known problem of cut elements on tile boundaries etc.
Do you have such issues?
VTM uses a separate LabelLayer (as we do in Mapsforge) for all these (plus for buildings), with OpenGL rendering, a more complex but direct solution.
The most important concern is themes incompatibility, though we can benefit from many features of its implementation.
But we'll have time to discuss this, as first I have things to push in the repository (improvements, fixes, organization, etc.).
That's because VTM provides currently native libraries only for Linux, so you're missing the proper windows dlls.
I'll push later native libs for all platforms (Windows, Mac, Linux) - give me some time.
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So you don't choose the recommended way?
Do you get, how VTM read labels from other tiles? Does is read only labels from Mapsforge or does it read ways too?
What do you think is better solved than in Mapsforge?
But it would be nice, if you could say, what your intention with VTM is? Do you want to renew Mapsforge? Or do you only want to use the OpenGL part for output of Mapsforge? Or do you want to have two different projects?
Maybe you can explain to the JNIGEN project?
Ok now I have created a new native for Mac and now I can start the Desktop App.
But the App starts with white screen. The console output is also empty. But where I must set a path to any map?
Now I must learn to create a Fork and a Pullrequest or want you a Patch?
At first I want repair the JniBuilder project. Then the Target of the JNIGEN project is to run only the Builder (JniBuilder) with create the Native, the AntScripts for all Platforms then start the AntScripts to Build the Natives for all Platforms and in the last, with bild.xml, copy all natives in to the vtm-jni-natives.jar. All with one start of the JniBuilder project.
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But the App starts with white screen. The console output is also empty. But where I must set a path to any map?
Now I must learn to create a Fork and a Pullrequest or want you a Patch?
At first I want repair the JniBuilder project. Then the Target of the JNIGEN project is to run only the Builder (JniBuilder) with create the Native, the AntScripts for all Platforms then start the AntScripts to Build the Natives for all Platforms and in the last, with bild.xml, copy all natives in to the vtm-jni-natives.jar. All with one start of the JniBuilder project.
Ok, I will build the mac/iOs natives for my self. For the moment! Can you build the native for mac and iOS, do you have a mac?
To my start problem. I have start the Desktop project (vtm-desktop) and as main class I have set GdxMapApp
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Ok, I will build the mac/iOs natives for my self. For the moment! Can you build the native for mac and iOS, do you have a mac?
To my start problem. I have start the Desktop project (vtm-desktop) and as main class I have set GdxMapApp
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VTM has a own but not the interfaces from Mapsforge. Do you won't to change this to the Mapsforge interfaces?
Hi Emux, at the moment I have enabled the iOS project und have seen that on this project many errors.
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Can you me say how this asset folder is located?
Can you me say how this asset folder is located?
Normally the ‘asset’ folder is located at the Android project and only one at this!
See LibGdx setup!
https://github.com/libgdx/libgdx/wiki/Project-Setup-Gradle
è Project layout
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Do you have seen my Link?
RoboVm (at normally) compile the Android/assets
And the Desktop is set to working directory direkt to Android/assets
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I don't now, I will check this tomorrow. I think, I must modify the robovm.xml
But I need a unpacked assets folder and linked over robovm.xml!?
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Hmm for start it'll work.
But eventually it means that we'll have duplicate shaders and themes - not good for maintenance.
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Very good!
Could you say something about the speed on a real iOS device?
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Look at this!The example is with OSciMap4TileSource() and the layer BuildingLayer and LabelLayer, like the Playground/MapTest!
I think this is very good! The vector data come over http.For Mapsforge I must first check how I can put a *.map to the iPhone!
Title says it all..
We're aware that popular features in Mapsforge are map rotation & variable zoom level.
It's a fact that client software rendering of vector data has performance limits.
That's why searching alternative ways for their handling, i.e. OpenGL rendering.
Examined various OS implementations, the most versatile one appears to be VTM (OpenScienceMap).
Working on Android, Desktop, HTML/WebGL, iOS via OpenGL ES or libGDX with backends.
Also it has a solid amalgamation with Mapsforge, since it actually contains fragments of it.
We communicated with Hannes Janetzek about library's state, as it appears being in dormant condition.
And decided to fork it for continue development, furthermore provide compatibility with present Mapsforge.
Some things to consider:
- It's compatible with Mapsforge maps v3 (no multilingual maps v4)
- It lacks support for SVG graphics (useful at HD devices)
- Themes being coastline aware
- Universal cache mechanism
More importantly:
- It's incompatible with Mapsforge themes, having its own variant (with clever ideas)
- Noteworthy missing theme rule is line symbol, e.g. oneways
Analysis of the library was performed and many ideas have emerged.
Looking ahead I'll push:
- Build automation / dependencies updates
- Native libraries for all platforms
- Modules reorganization
- Various improvements
- Fixes (e.g. memory leaks)
- ...
You'll find the new repository here with its own issues list:
https://github.com/mapsforge/vtm
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1) It seem that it can handle online vector tile ".vtm" downloaded from the server directly, right?
What is this format? It seem to be pbuf data or something?
2) I saw that it can decode Mapsforge tile, so it mainly need a small part of mapsforge: the reader alright?
So what is the plan for this "vtm-branch"? Will it replace the "master branch" of mapsforge in future?
Do you have an Idea of the roadmap of this branch?
Indeed it's an amazing upgrade to have 3D and rotation at such a good rendering speed!
Nice works guys!
Regards.
Thank you very much for your answer.
Regards.
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Ok, next step!
Do you plan to upload all library Jar’s to maven or other repro?
So we need :?
vtm-android.jar include natives and *.class
vtm-desktop.jar include natives and *.class
vtm-ios.jar include natives and *.class
and
vtm-core.jar includes ':vtm', ':vtm-gdx' and ':vtm-themes' with resources and *.class
or you wont split vtm, vtm-gdx and vtm-themes
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On Jenkins can I see that in the vtm-ios-0.6.0-SNAPSHOT.jar is only the java.class files!So we must copy the native files in this Jar! I will try!
SVG:
for iOS it gives a library https://github.com/SVGKit/SVGKit to create Bitmap images from a SVG file. At the moment gives no RoboVm binding to this library. But I will do this. I will load SVG’s for my UI images so I need this bindings, but I must learn how I do this! (but is possible)
JitPack is good for use snapshot!
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The progress concerning V4-theme support is not really clear for me. Current I get an error message when I try to load my v4 theme (freizeitkarte) in Cruiser-Android. Regards Klaus
Hi Klaus,
(your message was in spam, I unmarked it)
You mean not open with OpenGL right?
Currently VTM is not compatible with Mapsforge themes (issue #100),
as they use "somehow" different rules syntax.
I intend to look after it - not a trivial task. :)
VTM theme syntax can be seen in default
theme, and also the schema.
We've never tested Nsight on LWJGL application, I believe it should work though, as the underlaying is still the graphics libraries (C/C++). But feel free to report bug to us if you encounter any issue.