Hello, I have a question about the difference in create_element and ReadUtilIFace. we use ReadUtilIFace in MeshKit to create new element meshes. It is more efficient, but there is drawback; the adjacency is not recomputed for the new elements; there is no notification sent to AEntityFactory to update adjacency for newly created elements (like the one in ErrorCode Core::create_element(const EntityType type, const EntityHandle *connectivity, const int num_nodes, EntityHandle &handle)) What is the correct way of doing it? If we need adjacency? In my scenario, I created new triangles, but after that, I needed the Skinner. It failed, because there were no adjacencies between new nodes and new triangles. I can always change the code to use "create_element", but is there a way to force recomputation of adjacencies after using ReadUtilIFace? Thanks, Iulian
OK, Sorry for the noise, It seems that there is a ErrorCode update_adjacencies( const EntityHandle start_handle, const int number_elements, const int number_vertices_per_element, const EntityHandle* conn_array ) = 0; method in ReadUtilIFace.. Iulian ----- Original Message ----- Hello, I have a question about the difference in create_element and ReadUtilIFace. we use ReadUtilIFace in MeshKit to create new element meshes. It is more efficient, but there is drawback; the adjacency is not recomputed for the new elements; there is no notification sent to AEntityFactory to update adjacency for newly created elements (like the one in ErrorCode Core::create_element(const EntityType type, const EntityHandle *connectivity, const int num_nodes, EntityHandle &handle)) What is the correct way of doing it? If we need adjacency? In my scenario, I created new triangles, but after that, I needed the Skinner. It failed, because there were no adjacencies between new nodes and new triangles. I can always change the code to use "create_element", but is there a way to force recomputation of adjacencies after using ReadUtilIFace? Thanks, Iulian
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Iulian Grindeanu