[GRASS-user] v.in.ogr of a 3d shape

Sebastian Schubert schubert.seb at googlemail.com
Fri Oct 14 11:09:57 EDT 2011


Hi,

I want to read a 3d shape. Unfortunately, it does not finish (killed
after 2 hours!). Qgis is able to import it although I guess it is done
in 2d what grass is also capable of without the -z switch. Here is the
output with grass 6.4.1:

>  v.in.ogr --v -z dsn=St_Flaeche_3D.shp out=basel3d
Projection of input dataset and current location appear to match
Using temporary vector <basel3d_tmp>
Layer: St_Flaeche_3D
Counting polygons for 1192679 features...
Boundary splitting distance in map units: 176.386
Importing map 1192679 features...
 100%
-----------------------------------------------------
Building topology for vector map <basel3d_tmp>...
Registering primitives...
397678 primitives registered
1549444 vertices registered
Topology was built
Number of nodes: 268594
Number of primitives: 397678
Number of points: 0
Number of lines: 0
Number of boundaries: 397678
Number of centroids: 0
Number of areas: -
Number of isles: -
-----------------------------------------------------
WARNING: Cleaning polygons, result is not guaranteed!
-----------------------------------------------------
Break polygons:
 100%
 100%
-----------------------------------------------------
Remove duplicates:
 100%
-----------------------------------------------------
Break boundaries:
 100%
Intersections: 239035
-----------------------------------------------------
Remove duplicates:
 100%
-----------------------------------------------------
Clean boundaries at nodes:
-----------------------------------------------------
Break boundaries:
 100%
Intersections: 22
-----------------------------------------------------
Remove duplicates:
 100%
-----------------------------------------------------
Clean boundaries at nodes:
-----------------------------------------------------
Break boundaries:
 100%
Intersections: 0
-----------------------------------------------------
Remove duplicates:
 100%
-----------------------------------------------------
Clean boundaries at nodes:
-----------------------------------------------------
Change dangles to lines:
 100%
-----------------------------------------------------
Remove bridges:
  99%


Here it stops to produce output but still there is 100% CPU usage. Any idea?

Thank you
Sebastian

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