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

Markus Metz markus.metz.giswork at googlemail.com
Fri Oct 14 11:19:50 EDT 2011


Sebastian Schubert wrote:
> 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?

Yes. It takes very long because of a high number of potential bridges.
This can happen with some larger vector files and processing speed has
been improved in 6.4.2 and above. Please try 6.4.2RC1 if possible.

Markus M


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