"Redesign again to work with composed cube edges"
}
}
// check if the loaded grid corresponds to nb of quadrangles
- const int nbQuads = meshDS->MeshElements( F )->NbElements();
+ const SMESHDS_SubMesh* faceSubMesh =
+ proxymesh ? proxymesh->GetSubMesh( F ) : meshDS->MeshElements( F );
+ const int nbQuads = faceSubMesh->NbElements();
const int nbHor = aCubeSide[i]._u2nodesMap.size() - 1;
const int nbVer = aCubeSide[i]._u2nodesMap.begin()->second.size() - 1;
if ( nbQuads != nbHor * nbVer )