// (e.g. MappingQEulerian), we need to compute the offset of the vertex for
// the graphical output. Otherwise, we can just use the vertex info.
for (const unsigned int vertex : cell_and_index->first->vertex_indices())
- if (fe_patch_values.get_mapping().preserves_vertex_locations())
+ if (scratch_data.mapping_collection[0].preserves_vertex_locations())
patch.vertices[vertex] = cell_and_index->first->vertex(vertex);
else
patch.vertices[vertex] =
const unsigned int n_q_points = fe_patch_values.n_quadrature_points;
+ scratch_data.patch_values_scalar.solution_values.resize(n_q_points);
+ scratch_data.patch_values_scalar.solution_gradients.resize(n_q_points);
+ scratch_data.patch_values_scalar.solution_hessians.resize(n_q_points);
+ scratch_data.patch_values_system.solution_values.resize(n_q_points);
+ scratch_data.patch_values_system.solution_gradients.resize(n_q_points);
+ scratch_data.patch_values_system.solution_hessians.resize(n_q_points);
+
+ for (unsigned int dataset = 0;
+ dataset < scratch_data.postprocessed_values.size();
+ ++dataset)
+ if (scratch_data.postprocessed_values[dataset].size() != 0)
+ scratch_data.postprocessed_values[dataset].resize(n_q_points);
+
// First fill the geometric information for the patch: Where are the
// nodes in question located.
//