* afterwards.
*
*
- * \subsection{User flags}
+ * \subsection{User flags and data}
*
* A triangulation offers one bit per line, quad, etc for user data.
* This field can be
* It is recommended that a functions using the flags states so in its
* documentation.
*
- * There is another set of user data, namely a #void *#, for each line, quad,
- * etc. Just like the user flags, this field is not available for vertices,
- * which does no harm since the vertices have a unique and continuous number
- * unlike the structured objects lines and quads. You can access these user
- * pointers through the functions #user_pointer()#, #clear_user_pointer()#
- * and #set_user_pointer(p)# in the accessor classes.
- *
- * You should not rely on any specific value for the user pointer if you
- * haven't set it yourself before. In special, the pointers are not inherited
- * upon refinement. In principle, all user pointers should be #NULL# pointers
- * at the time a line, quad, etc comes into life. #NULL# pointers are always
- * a good choice, since they raise an exception when being dereferenced.
+ * There is another set of user data, namely a #void *#, for each
+ * line, quad, etc. You can access these user pointers through the
+ * functions #user_pointer()#, #clear_user_pointer()# and
+ * #set_user_pointer(p)# in the accessor classes. These pointers are
+ * neither used nor changed by the library and are @p NULL by
+ * default. Thus, their handling is the sole responsibility of the
+ * application program. Especially, the pointers are not inherited
+ * to children upon refinement. Still, after a remeshing they are
+ * available on all cells, where they were set on the previous mesh.
+ *
* The usual warning about the missing type safety of #void# pointers are
* obviously in place here; responsibility for correctness of types etc
* lies entirely with the user of the pointer.
*
+ * Just like the user flags, this field is not available for vertices,
+ * which does no harm since the vertices have a unique and continuous number
+ * unlike the structured objects lines and quads.
*
* \subsection{Boundary approximation}
*