Hmmm... If I change the locations of the new nodes when they are made, i.e. somewhere deep down in the MeshRefinement class, can I do what I would like to do? If I've understood everything correct a tet is subdivided by adding vertices halfway between the old ones. But there is nothing magic about that, or? One could choose to put the vertices somewhere else, as long as the element remains valid. Coarsening is of course much simpler and can remain the way it is.
If this could work in princple, I'm willing to give it a try. A problem would be to define an interface with a geometry, but if I get to that... cheers Joa On Tue, Oct 13, 2009 at 12:17:03PM -0500, Roy Stogner wrote: > > >3) Copies all active elements to a new mesh, i.e. my new mesh have the right > > nodes locations etc. but no "refinement" (is this true if I do it right?) > > This won't work if there's any adaptive refinement in the original > mesh - libMesh relies on the parent element hierarchy to figure out > hanging node constraints. > --- > Roy ------------------------------------------------------------------------------ Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference _______________________________________________ Libmesh-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/libmesh-users
