dont add null value 'name' tags

This commit is contained in:
Hannes Janetzek 2013-03-09 16:31:29 +01:00
parent 65e4845fef
commit c82026fa6e

View File

@ -240,7 +240,7 @@ public class TileGenerator implements IRenderCallback, IMapDatabaseCallback {
private boolean mRenderBuildingModel;
// Replace tags that should not be matched by value in RenderTheme
// Replace tags that should only be matched by key in RenderTheme
// to avoid caching RenderInstructions for each way of the same type
// only with different name.
// Maybe this should be done within RenderTheme, also allowing
@ -251,11 +251,15 @@ public class TileGenerator implements IRenderCallback, IMapDatabaseCallback {
for (int i = 0; i < tags.length; i++) {
String key = tags[i].key;
if (tags[i].key == Tag.TAG_KEY_NAME) {
mTagName = tags[i];
tags[i] = mTagEmptyName;
if (tags[i].value != null) {
mTagName = tags[i];
tags[i] = mTagEmptyName;
}
} else if (tags[i].key == Tag.TAG_KEY_HOUSE_NUMBER) {
mTagHouseNr = tags[i];
tags[i] = mTagEmptyHouseNr;
if (tags[i].value != null) {
mTagHouseNr = tags[i];
tags[i] = mTagEmptyHouseNr;
}
} else if (mTile.zoomLevel >= 17 &&
// FIXME, allow overlays to intercept
// this, or use a theme option for this
@ -397,7 +401,6 @@ public class TileGenerator implements IRenderCallback, IMapDatabaseCallback {
lineLayer.width = w;
}
lineLayer.addLine(mCoords, mIndices);
}
}
@ -520,32 +523,4 @@ public class TileGenerator implements IRenderCallback, IMapDatabaseCallback {
public void renderWaySymbol(Bitmap symbol, boolean alignCenter, boolean repeat) {
}
// // TODO move this to Projection classes
//
//if (mMapProjection != null) {
// long x = mTile.pixelX;
// long y = mTile.pixelY + Tile.TILE_SIZE;
// long z = Tile.TILE_SIZE << mTile.zoomLevel;
//
// double divx, divy;
// long dx = (x - (z >> 1));
// long dy = (y - (z >> 1));
//
// if (mMapProjection == WebMercator.NAME) {
// double div = WebMercator.f900913 / (z >> 1);
// // divy = f900913 / (z >> 1);
// mPoiX = (float) (longitude / div - dx);
// mPoiY = (float) (latitude / div + dy);
// } else {
// divx = 180000000.0 / (z >> 1);
// divy = z / PIx4;
// mPoiX = (float) (longitude / divx - dx);
// double sinLat = Math.sin(latitude * PI180);
// mPoiY = (float) (Math.log((1.0 + sinLat) / (1.0 - sinLat)) * divy + dy);
// return;
// }
//} else {
}