Streets GL — a new 3D renderer for OSM

My personal indicator:

Volksbank Stuttgart eG Börsenplatz 2013 01.jpg
Von Julian Herzog, CC BY 4.0, Link

in Streets GL:

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image
Bildquelle

Those trees in urban areas seem way too massive in my areas in Croatia too…

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What is causing this @ Taufkirchen-Ost?

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Use height=*
Without height the renderers have to guess…

Yep, I think what Matija was trying to say is that the currect “guess” is too tall. I also think the standard (when no height is available) should be shorter.

There’s no support for layer tag yet

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There is already a GitHub issue for that

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Footways only have one material right now which is concrete. I really should add several more.
Roadways have much more variety for instance, there’s like 5 different materials.

First attempt at a water tower, building in me amateur hour, 6 floors before reaching the top reservoir, just think of the windows to be empty frames. Did not find any good mapped samples to clone and pilfer from, has to do for now, not even in the land of Audi, BMW and MB most were just 1 tag man_made=water_tower… enttäuschend.

Yes the colorimeter did it’s job, the correct hues inclusive. The ground floor doors were tagged on all three structures, but they have to be imagined for now. No elevator, 6 flights of stairs to scale.

You shouldn’t use building:levels if there are not actually levels but rather height or est_height if it is only estimated.

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Travis asks “are you talking to me?”

You wrote a couple of times you estimated heights:

but so far you tagged height=* only (describes the actual height of a feature), not est_height=* (the estimated height of an element). I agree with @westnordost, if Streets GL doesn’t support such tag, you could request it on the Github (like “Use est_height=* when height=* isn’t present”).

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This tower is about 3KKM away from the one that would not render.

That tower is this one, isn’t it: Way: 1050262443 | OpenStreetMap ?
You wrote in the message that you added “height estim” but you tagged it with height=20, not est_height=20, that was my point. Hence my advice to open a issue in the GitHub, since I suppose you added those values for the renderer.

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Wow, Glen Canyon Dam is looking pretty good: :slight_smile:

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Today randomly arrived at a place of worship node /o religion, then did 1 big pancake they are in out of a town full of pancakes. Split the biggy in 3 parts, two student housing blocks and a retail area in between. Think there’s a bit more tagging to do here. Those who recognise the place, roll up your sleeves, don’t hesitate to put some levels and real roofs on there, the maple syrup on the pancakes so to speak.

PS the names superimposed on the high rises actually belong to buildings 5-10km away from this location.

Personally I don’t find est_height= scalable as this requires a cumbersome est_min_height= and the roof:*= combinations to complement. Is roof:est_angle= needed for roof:angle= too? Random sources online or even signs and info panels (including rounding-off to nearest tens for 100ft+ and 100m+ tall buildings) may still be estimates, unless referring to drawings and measurements. It’s unclear when est_height= should become height= either.
Semi-topic-wise as some have called for more detailed road rendering, same problem is encountered in est_width= for the est_*= equivalence in parking:*:width= , shoulder:*:width= , width:carriageway= , etc. (already ignoring est_width:lanes= )

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Same problem here :roll_eyes:

Got me receded glass facade and roof dome, bus stop, only need a parking filler and fountains to render, and a big totem with name tag to dot the i.

TBC

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The ‘old’ village centre almost done, some roofs are reticent, splitting the sides did not work as sloped with orientation/direction turns flat so the roof_tiled, with default colour, look off.

Some large buildings to be redone, base ground layer and a high centre, still fun seeing the progress near instantaneous, upload, Crtl+F5, 30 seconds.

TBC

PS Is it me, the trees without having added height estimates look a whole lot less ‘rising’

Edit: update image 2x after tweaking more buildings parts and adjacent building features. Church looks mighty fine now, no windows on the ground floor.

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