I don’t think the coastline was “broken” - although when I looked, I found a strange “duplicate” natural=water object exactly identical to the coastline. I deleted this “extra” coastline.
Anyway, you will sometimes see “ghosts” like what you see on the map, because the coastline render updates more slowly than the other map features. You just have to be patient with the update process, which is not instantaneous and can in fact take quite a while, because we are trying to optimize server performance.
Well, the update process is definitely slow for the coastline render. Hopefully eventually we’ll see things optimized but for now I guess we have to be patient. I did some test changes to several coastlines and they are all delayed.
Remember that there is no data problem - it’s only in the appearance of the map that the coastline changes are delayed. So in the long run the problem will be resolved.
Hope that makes sense. Meanwhile, just focus on other types of edits - rivers, streets, etc., aren’t affected by the delay in coastline updates.
BTW - I tried to load Kobáň download to Maperitive and coastline was broken in it. But it Maperitive seems to have issues with coastline rendering and I managed how to overcame this.
I don’t think the coastline was “broken” - although when I looked, I found a strange “duplicate” natural=water object exactly identical to the coastline. I deleted this “extra” coastline.
Sorry, this was my fault. I was experimenting with retagging some of the larger lakes as coastline (so they would show up at lower zoom levels), and left the duplicate water object there.
@isleño - not a problem - I was just mystified how it got there, so that explains it.
@Severak - it might be the case that maperitive doesn’t know how to handle “interior” coastlines (such as the lake that is Kobáň’s coastline) - such interior coastlines are deprecated by the official OSM standard, and so having them in OGF is going to run the risk of not being handled correctly in various render engines, such as maperitive. One thought I had would be to create a “redudant” natural=water object (such as isleño attempted) - but using a relation instead of duplicate ways. This might be a techical solution, but it might create render “ghosts” such as we have been seeing, when we make changes, while the coastline render “catches up.”
Discussion
Comment from Luciano on 18 December 2015 at 01:05
I don’t think the coastline was “broken” - although when I looked, I found a strange “duplicate” natural=water object exactly identical to the coastline. I deleted this “extra” coastline.
Anyway, you will sometimes see “ghosts” like what you see on the map, because the coastline render updates more slowly than the other map features. You just have to be patient with the update process, which is not instantaneous and can in fact take quite a while, because we are trying to optimize server performance.
Happy mapping!
Comment from Severak on 18 December 2015 at 08:32
Thanks for help.
Comment from Luciano on 19 December 2015 at 13:19
Well, the update process is definitely slow for the coastline render. Hopefully eventually we’ll see things optimized but for now I guess we have to be patient. I did some test changes to several coastlines and they are all delayed.
Remember that there is no data problem - it’s only in the appearance of the map that the coastline changes are delayed. So in the long run the problem will be resolved.
Hope that makes sense. Meanwhile, just focus on other types of edits - rivers, streets, etc., aren’t affected by the delay in coastline updates.
Happy mapping.
Comment from Severak on 20 December 2015 at 10:47
Thanks for help with coastline fixing, Luciano.
It finally rendered and look good now.
BTW - I tried to load Kobáň download to Maperitive and coastline was broken in it. But it Maperitive seems to have issues with coastline rendering and I managed how to overcame this.
Comment from isleño on 22 December 2015 at 23:09
Sorry, this was my fault. I was experimenting with retagging some of the larger lakes as coastline (so they would show up at lower zoom levels), and left the duplicate water object there.
Comment from Luciano on 23 December 2015 at 01:36
@isleño - not a problem - I was just mystified how it got there, so that explains it.
@Severak - it might be the case that maperitive doesn’t know how to handle “interior” coastlines (such as the lake that is Kobáň’s coastline) - such interior coastlines are deprecated by the official OSM standard, and so having them in OGF is going to run the risk of not being handled correctly in various render engines, such as maperitive. One thought I had would be to create a “redudant” natural=water object (such as isleño attempted) - but using a relation instead of duplicate ways. This might be a techical solution, but it might create render “ghosts” such as we have been seeing, when we make changes, while the coastline render “catches up.”