Unfolding/GLGraphics question: better ways of outputting very large images
in
Contributed Library Questions
•
1 year ago
Hi all,
I've been working on a personal project to generate a map of my city (Portland, OR) with all of its buildings represented by a small rect with a color to indicate its age. I'm using a combo of the very excellent Unfolding and GLGraphics libraries, although I'm only really using them to accurately plot the long/lat points-- something that undoubtedly is wasteful, but my goal at the moment is only to plots the points and then output the entirety to an image file. You can
see a very small example here.
By setting the zoom level to 14 I'm able to achieve an acceptable level of detail for what I'm trying to show, and I'm still trying to dial in the colors and so on, but I'm running into a few issues that I'd like to resolve here and there. First of all, I'd love it if I could just not bother with even accessing the map source in Unfolding, since I never draw it. I'm assuming I'd need to extend Unfolding to do so, since the documentation for it doesn't hold any clues to removing it from the process. Has anyone tried anything similar to this so far?
Second, at a zoom level of 14, I'm finding that outputting an image of the entire city ends up requiring me to make the image outrageously large (somewhere in the neighborhood of 7500x7000) but unfortunately I run up against memory warnings that prevent me from saving the image (just using "save()"). When I up the total memory in preferences, I'm prevented from increasing it past a certain point, and eventually I receive memory warnings for OpenGL as well. Since I'm not using any of the OpenGL rotation features of Unfolding, I tried not using OpenGL at all, but then I run into memory warnings at even lower sizes.
So, can anyone provide any advice? At this point I think I'm just trying to dial things in, but these are some nagging things I'd like to understand better.
1