renderd rendering tiles only in [6 - 9] zoom range - openstreetmap

I recently installed an OSM tile server using these instructions.
Everything works fine except that tiles are only rendered with a zoom between 6 and 9, outside of this range I've pink tiles.
in /etc/renderd.conf min and max zoom are set to respectively 6 and 19 and
in the stylesheet to 0-20.
Can these settings be coded somewhere else? (i don't have a /usr/local/etc/renderd.conf file)

Ok, my bad, I set these settings for debugging purpose, i had to restart apache for applying the new settings.

Related

Getting railways to show up at lower zoom levels

I need to highlight a country's railways at zoom level ~4, and I'd like to do so just using the mapbox-streets-v8 data, but not matter what I seem to do, in Mapbox Studio, in the style JSON, or in the code, I can't seem to get the road/railways layer to be visible at a zoom level under 8.
It looks like, from tinkering around in Mapbox Studio, the source isn't even loaded until zoom 8, since the features don't appear as "filtered out", they just don't appear at all. I've set the "zoom extent" down to 5 on the layer (as low as it will go), but nothing I do seems to actually get it to appear at zoom 5, let alone at a level more zoomed out:
It's not possible. The data doesn't exist at that zoom level in those vector tiles. You would need to prepare your own vector tiles from your own data source.

Generate XYZ Tiles on Openstreet Map using QGIS or Maperitive getting bad Images

I have already done Generate XYZ Tiles with layout png format using QGis only zoom level 14 in 10 days.
All image already done 100% thats showup on QGis percentage, but some images become blank or black image.
maybe it was fail when render like bad connection or anything else.
Can i render specific image only that blank image but not 1 by 1.
I dont want wasting time 10 days anymore.
Last i trying another application similiar on zoom 13 with Maperative
But the result is same.
Seems like you have got trouble with your connection or bandwidth osm same like me.
The only solution is download manually, one by one, from the official site, each image.
https://tile.openstreetmap.org/1/1/1.png
Save that image on your folder z x y structure in your blank tiles.

Zooming further in leaflet

I have a wmts server where the highest zoom level seem to be 9.
This is because if I add in attribute maxZoom something higher than 9, then no tails are fetched and I see 404 in console.
So I found out that the files on the server are from level 0 to level 9.
Now, I want to zoom further in the tiles.
I saw for example this question:
http://stackoverflow.com/questions/18687120/leaflet-zoom-in-further-and-stretch-tiles
So adding:
maxNativeZoom: 10
should make the trick, right?
However, if I double click or click on the zoom in (which is disabled, as by default the zoom is already at 9) nothing happens I cannot see the tiles zoomed in.
What am I doing wrong?
Judging by the information provided, you should set maxNativeZoom to 9, not to 10.

How to set the initial zoom settings in leaflet/mapbox as a fractional value?

I was using this
L.mapbox.map('map-canvas', 'mapbox.streets',{legendControl:{postion: 'bottomright'}}).setView([1.35, 103.8], 11);
You can see the last 11 as the zoom factor, 11 is a bit bigger for my div and when I try 10 it becomes a bit too smaller. I used 10.x but then the behaviour of the map is changing and only a part of the map in the center is being shown.
Please answer if you know some other way to set initial zoom settings which could help me.Thanks
I believe current L.mapbox version is based on Leaflet version 0.7, which does not support fractional zoom level.
Leaflet version 1.0.0 (still at release candidate state) will provide such support. Mapbox will surely update its version once it is released.

Unity: Strange Camera Offset for multi-monitors at different resolutions

I am creating a game (it's actually more of an application/useful software than a game) which needs to be run on multiple monitors, where all monitors are potentially different resolutions.
In the example below, you can see the primary monitor (far left) rendering a full screen camera view, just as it should. There are two other cameras set to render to monitor 2 and 3. These are activated with Display.displays [1].Activate (1600, 900, 50); (so as to set their resolutions to 1600x900).
The issue is that Unity appears to be offsetting the camera rendering so that it does not originate from the top left of the screen, but rather some way down the window. The grey area shows the area where the image is missing.
When running in the editor, the cameras render each window perfectly with no strange offsetting/cropping.
What do I need to do in order to get the standalone output to render the correct, uncropped/offset image in each of the windows, please?
If I make the resolution of all monitors the same, it renders exactly as it should do:
Annoyingly, this seems to be a bug with Unity version 5.3.x. It seems to be fixed in 5.4.x [See Bug Report Here] (I have downloaded the beta and tested it - I can confirm this to be true!). However, 5.4.x is currently in beta and you can only access it if you have Unity Pro.