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

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