SMESHDS_SubMesh * aNewSub = NewSubMesh( aMainIndex );
if ( !aNewSub->IsComplexSubmesh() ) // is empty
{
- int shapeType = all ? myShape.ShapeType() : type;
+ int shapeType = Max( TopAbs_SOLID, all ? myShape.ShapeType() : type );
int typeLimit = all ? TopAbs_VERTEX : type;
for ( ; shapeType <= typeLimit; shapeType++ )
{