TILESTACHE-RENDER(1) General Commands Manual TILESTACHE-RENDER(1)NAME
tilestache-render - render tiles from tilestache
SYNOPSIS
tilestache-render [options] coordinates...
DESCRIPTION
This manual page documents briefly the tilestache-render command.
tilestache-render is used to render tiles from TileStache.
Each coordinate in the argument list should look like "12/656/1582.png", similar to URL paths in web server usage. Coordinates are pro-
cessed in order, each one rendered to an image file in a temporary location and output to stdout.
REQUIRED OPTIONS -c, --config file
Path to configuration file.
-l, --layer layer
Layer name from configuration.
OPTIONS -h, --help Show summary of options.
SEE ALSO tilestache-seed(1)AUTHOR
TileStache was written by Michal Migurski <mike@stamen.com>.
This manual page was written by David Paleino <dapal@debian.org>, for the Debian project (and may be used by others).
Nov 10, 2010 TILESTACHE-RENDER(1)
Check Out this Related Man Page
DIZZY-RENDER(8) User Contributed Perl Documentation DIZZY-RENDER(8)NAME
dizzy-render - seed a directory with cached texture files
SYNOPSIS
dizzy-render -o output-dir -r resolution [names...]
DESCRIPTION
dizzy-render can be used to preseed a directory with cached textures. Why an extra tool, if Dizzy can do this itself? Well, people might
want to generate textures in the installation script of a distro package, where it's unlikely or at least unwanted that an X11 program
spawns to render textures.
OPTIONS -o output-dir
--output-path output-dir
Dump the textures to this directory. The directory will be created if it does not exist. The default value is
/var/cache/dizzy/textures.
-r resolution
--resolution resolution
Sets the resolution at which the textures will be rendered. The default value is 256, just like Dizzy's default resolution.
The options can be followed by a list of names. If there are any such names specified, only textures with these names will be rendered.
CAVEATS
This tool cannot make use of GLSL shaders to speed up rendering. But on the other hand, the cache files are not portable, and there is no
need to generate them on a GLSL supporting machine.
This is not even recommended, as performance tests have shown GLSL rendering to be much faster than loading the textures from disk for high
resolutions.
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