Subject: [ggl] intersection of two vectors of polygons
From: Simonson, Lucanus J (lucanus.j.simonson)
Date: 2011-04-29 18:43:36
I did not know of the existence of the partition algorithm in ggl. Can you comment on how it works? The functor based interface looks interesting.
I didn't realize that providing the piece of background information that I had implemented map overlay would be considered competing. My intention was just to explain what map overlay was, and the link to the documentation seemed like an expedient way to do that. Does your partition algorithm provide the ability to compute a map overlay more efficiently than the n^2 solution you posted? I'm at a loss about what it is I didn't verify, but I readily admit I didn't know the partition algorithm existed in ggl and I still don't know what it does, exactly, or how. Did you extend the polygon intersection algorithm and generalize it?
I can unsubscribe if you prefer. The difference between integer and floating point seems to be irreconcilable.
From: ggl-bounces_at_[hidden] [mailto:ggl-bounces_at_[hidden]] On Behalf Of Barend Gehrels
Sent: Friday, April 29, 2011 2:53 PM
To: Generic Geometry Library Discussion
Subject: Re: [ggl] intersection of two vectors of polygons
Boost.Geometry has also the partition algorithm, which can visit a collection of geometries or (in this case) two collections of algorithms, relating them together spatially.
... and I have to ask you kindly to please stop competing us on our own mailing list, and to verify what you are posting.
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