u2nodeVec.reserve( sm->NbNodes() );
SMDS_NodeIteratorPtr nItr = sm->GetNodes();
double paramSize = myLast[i] - myFirst[i];
- double r = myNormPar[i] - prevNormPar;
+ double r = myNormPar[i] - prevNormPar;
+ helper.SetSubShape( myEdge[i] );
+ helper.ToFixNodeParameters( true );
if ( !myIsUniform[i] )
while ( nItr->more() )
{
{
SMDS_NodeIteratorPtr nItr = sm->GetNodes();
double paramSize = myLast[i] - myFirst[i];
- double r = myNormPar[i] - prevNormPar;
+ double r = myNormPar[i] - prevNormPar;
+ helper.SetSubShape( myEdge[i] );
+ helper.ToFixNodeParameters( true );
while ( nItr->more() )
{
const SMDS_MeshNode* node = nItr->next();
// assure correctness of node positions on baseE:
// helper.GetNodeU() will fix positions if they are wrong
+ helper.ToFixNodeParameters( true );
for ( int iE = 0; iE < baseQuadSide->NbEdges(); ++iE )
{
const TopoDS_Edge& baseE = baseQuadSide->Edge( iE );