for ( ++zS, --zT; zS < zTgt; ++zS, --zT ) // vertical loop on layers
{
// invert transformation
- if ( !trsfOfLayer[ zS+1 ].Invert() )
- trsfOfLayer[ zS+1 ] = NSProjUtils::TrsfFinder3D(); // to recompute
- if ( !trsfOfLayer[ zT-1 ].Invert() )
- trsfOfLayer[ zT-1 ] = NSProjUtils::TrsfFinder3D();
+ //if ( !trsfOfLayer[ zS+1 ].Invert() )
+ trsfOfLayer[ zS+1 ] = NSProjUtils::TrsfFinder3D(); // to recompute
+ //if ( !trsfOfLayer[ zT-1 ].Invert() )
+ trsfOfLayer[ zT-1 ] = NSProjUtils::TrsfFinder3D();
// project internal nodes and compute bnd error
for ( size_t iP = 0; iP < myBndColumns.size(); ++iP )