prop->SetPointSize( aPointSize * 3 );
prop->SetColor( 250, 0, 250 );
myBadMeshDisplayer->GetActor()->SetProperty( prop );
- myBadMeshDisplayer->SetData( aMeshData._retn() );
+ myBadMeshDisplayer->SetData( aMeshData.in() );
prop->Delete();
}
}
SMESH::MeshPreviewStruct_var previewData =
gen->Precompute(myMesh, myMainShape, (SMESH::Dimension)dim, aShapesId);
- SMESH::MeshPreviewStruct* previewRes = previewData._retn();
- if ( previewRes && previewRes->nodesXYZ.length() > 0 )
+ if ( & previewData.in() && previewData->nodesXYZ.length() > 0 )
{
computeFailed = false;
- myPreviewDisplayer->SetData( previewRes );
+ myPreviewDisplayer->SetData( previewData );
// append shape indices with computed mesh entities
for ( int i = 0, n = aShapesId->length(); i < n; i++ )
myMapShapeId[ aShapesId[ i ] ] = 0;