/**
* Extrude the Triangulation @p input in the $z$ direction from $z = 0$ to $z =
- * \text{height}$ and store it in @p result.
+ * \text{height}$ and store it in @p result. This is done by replicating the
+ * input triangulation `n_slices` times in $z$ direction, and then forming
+ * `(n_slices-1)` layers of cells out of these replicates.
*
- * The number of <em>slices</em>, or layers of cells
- * perpendicular to the $z = 0$ plane, will be @p n_slices slices (minimum is
- * 2). The boundary indicators of the faces of @p input will be assigned to
+ * The boundary indicators of the faces of @p input will be assigned to
* the corresponding side walls in $z$ direction. The bottom and top get the
* next two free boundary indicators: i.e., if @p input has boundary ids of
* $0$, $1$, and $42$, then the $z = 0$ boundary id of @p result will be $43$
* Note that numbers::flat_manifold_id (should it be a manifold id of @p
* input) will always be the last entry in the first category.
*
+ * @param[in] input A two-dimensional input triangulation.
+ * @param[in] n_slices The number of times the input triangulation will
+ * be replicated in $z$ direction. These slices will then be connected
+ * into `(n_slices-1)` layers of three-dimensional cells. Clearly,
+ * `n_slices` must be at least two.
+ * @param[in] height The distance in $z$ direction between the individual
+ * slices.
+ * @param[out] result The resulting three-dimensional triangulation.
+ * @param[in] copy_manifold_ids See the description above.
+ * @param[in] manifold_priorities See the description above.
+ *
* @pre The 2d input triangulation @p input must be a
* @ref GlossCoarseMesh "coarse mesh",
* i.e., it cannot have any