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Description
A lot of the time, it's not possible to have a "static" hierarchy (e.g: all parks draw on top of all forests) between landuse polygons. Instead, we can use their geometry to determine their relationship; a featyre that is fully within another should probably draw on top of it.
We can build a "dynamic" hierarchy per-tile to produce a per-tile order
value for each polygon which respects these relationships.
Note that there might be drawbacks to this approach; for example it would be possible for a polygon which crosses tile boundaries to get a different order
in each tile, making it more likely that seaming artefacts would be visible. Many polygons won't have a simple within/contains relationship, and will have something more complex (crossing / mostly-overlapping). For those, there won't be a unique order
, and we'll still have to tie-break to some arbitrary values.