//SCRUTE(nbx);
//SCRUTE(nby);
//SCRUTE(nbz);
+
+ //
+ // Adding NB To my point of vue that definition of nbx nby and nbz
+ // seems to be true (but maybe I am wrong). Of course any comments
+ // or other suggestions are welcome !!!!
+ //
+
+ nbx = _cube.quad_Z0->nbPts[0];
+ double det = cz0.a1*cz0.b2 - cz0.a2*cz0.b1;
+ if (cz0.a1 == 0.) nbx = _cube.quad_Z0->nbPts[1];
+
+ nby = _cube.quad_X0->nbPts[0];
+ det = cx0.a1*cx0.b2 - cx0.a2*cx0.b1;
+ if (cx0.a1 == 0.) nby = _cube.quad_X0->nbPts[1];
+
+ nbz = _cube.quad_Y0->nbPts[0];
+ det = cy0.a1*cy0.b2 - cy0.a2*cy0.b1;
+ if (cy0.a1 != 0.) nbz = _cube.quad_Y0->nbPts[1];
+
+ SCRUTE(nbx);
+ SCRUTE(nby);
+ SCRUTE(nbz);
+
int nbxyz = nbx * nby * nbz;
Point3DStruct *np = new Point3DStruct[nbxyz];
int ij1 = j1 * nbdown + i1;
quad->uv_grid[ij1].node = node;
}
+ delete itf;
for (int i1 = 0; i1 < nbdown; i1++)
for (int j1 = 0; j1 < nbright; j1++)