1399eb9de3
and doesn't sound so much like the split long edges function. |
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.. | ||
.cvsignore | ||
debug.cxx | ||
gshhs.h | ||
gshhs_split.cxx | ||
gshhs_split.hxx | ||
main.cxx | ||
Makefile.am | ||
README.txt |
GSHHS - Global Self-consistant Hierarchical High-resolution Shorelines http://www.soest.hawaii.edu/soest/gmt.html This utility transforms the raw GSHHS data into TerraGear polygons and chops them up according to our tiling scheme. Usage: ./gshhs <gshhs_file> <work_dir> <level> [ area_type ] level must be either 1 (land), 2 (lake), 3 (island), or 4 (pond) This determines which feature of the data set to extract. If you want to extract all four feature types, you will need to run the utility 4 separate times. I recommend you extract each feature into a separate work directory. This will ease managment issues if something get's hosed during the run or if you want to go rerun a section. This also allows you to optionally build scenery with the land mass source, but not the lakes/islands/ponds if you should decide to use a different data souce for those. Some of the initial large landmass processing can consume a large amount of RAM if you are processing the highest res data set. By default, this utility assigns the "DefaultArea" land cover type to the land mass. You can optionally override this if you want to use something else. TerraGear uses the land cover to assign textures in the final scenery. Example: ./gshhs $input $work/GSHHS-LandMass 1 ./gshhs $input $work/GSHHS-Lakes 2 Lake ./gshhs $input $work/GSHHS-Islands 3 ./gshhs $input $work/GSHHS-Ponds 4 Lake