Added comment in PrimitivePatchMeshData
Regarding usage of unsorted variant of meshPoints.
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1 changed files with 5 additions and 6 deletions
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@ -73,12 +73,11 @@ calcMeshData() const
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// number of faces in the patch
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Map<label> markedPoints(4*this->size());
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// Important:
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// ~~~~~~~~~~
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// In <= 1.5 the meshPoints would be in increasing order but this gives
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// problems in processor point synchronisation where we have to find out
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// how the opposite side would have allocated points. We'll use unsorted
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// version to avoid certain ordering problems
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// Note: foam-extend was relying on strong ordering of meshPoints on
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// processor patches which causes point ordering errors when doing Dynamic
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// Load Balancing. Because of this ordering error on two sides of processor
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// boundaries, point fields ended up having wrong values near processor
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// boundaries. Revert to unsorted version. VV, 11/July/2019.
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dynamicLabelList meshPoints(2*this->size());
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forAll(*this, facei)
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{
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