* distributed meshes, see the @ref distributed module. In such meshes, each
* cell is owned by exactly one processor. The locally owned ones are those
* owned by the current processor.
+ *
+ * Each processor in a parallel computation has a triangulation covering
+ * the entire domain that consists of cells that are locally owned, of
+ * @ref GlossGhostCell "ghost cells" and of
+ * @ref GlossArtificialCell "artificial cells".
* </dd>
*
*
* thereby moving the vertex of a cell within the triangulation. Of
* course, doing so requires that you ensure that the new location
* of the vertex remains useful -- for example, avoiding inverted
- * or otherwise distorted (see also @ref GlossDistorted).
+ * or otherwise distorted (see also @ref GlossDistorted "this glossary entry").
*
* @note When a cell is refined, its children inherit the position
* of the vertex positions of those vertices they share with the mother
* placed again at the same position as the first time around -- i.e.,
* not at the location you had previously moved it to.
*
- * @note The behavior described in the previous note is relevant if
+ * @note The behavior described above is relevant if
* you have a parallel::distributed::Triangulation object. There,
* refining a mesh always involves a re-partitioning. In other words,
- * vertices of locally owned cells (see @ref GlossLocallyOwnedCell)
+ * vertices of locally owned cells (see
+ * @ref GlossLocallyOwnedCell "this glossary entry")
* that you may have moved to a different location on one processor
* may be moved to a different processor upon mesh refinement (even
* if these particular cells were not refined) which will re-create