Index: /issm/trunk/src/c/objects/Bamg/GeometricalEdge.h
===================================================================
--- /issm/trunk/src/c/objects/Bamg/GeometricalEdge.h	(revision 5339)
+++ /issm/trunk/src/c/objects/Bamg/GeometricalEdge.h	(revision 5340)
@@ -16,7 +16,7 @@
 			long               ReferenceNumber;
 			long               CurveNumber;
-			R2                 tg[2];         // the 2 tangentes (tg[0] =0 => no continuity)
+			R2                 tg[2];              // the 2 tangentes (tg[0] =0 => no continuity)
 			GeometricalEdge   *Adj[2];
-			int                DirAdj[2];
+			int                AdjVertexNumber[2]; // for a given vertex, this gives the index of the vertex in the adjacent edge (0 or 1)
 			int                type;
 
Index: /issm/trunk/src/c/objects/Bamg/Geometry.cpp
===================================================================
--- /issm/trunk/src/c/objects/Bamg/Geometry.cpp	(revision 5339)
+++ /issm/trunk/src/c/objects/Bamg/Geometry.cpp	(revision 5340)
@@ -151,5 +151,5 @@
 				edges[i].tg[0]=zerovector;
 				edges[i].tg[1]=zerovector;
-				edges[i].DirAdj[0] = edges[i].DirAdj[1] = -1;
+				edges[i].AdjVertexNumber[0] = edges[i].AdjVertexNumber[1] = -1;
 				edges[i].Adj[0] = edges[i].Adj[1] = NULL;
 				edges[i].type = 0;
@@ -602,5 +602,5 @@
 
 				edges[i1].Adj[j1] = edges + i;
-				edges[i1].DirAdj[j1] = j;
+				edges[i1].AdjVertexNumber[j1] = j;
 			}
 		}
@@ -624,5 +624,5 @@
 						 * previous and next vertices connected to current vertex
 						 * normed by the edge length*/
-						tg = edges[i].v[1-j]->r - edges[i].Adj[j]->v[1-edges[i].DirAdj[j]]->r;
+						tg = edges[i].v[1-j]->r - edges[i].Adj[j]->v[1-edges[i].AdjVertexNumber[j]]->r;
 						ltg= Norme2(tg);
 						tg = tg *(lAB/ltg);
@@ -680,5 +680,5 @@
 								GeometricalVertex *b=(*e)(k1);
 								if (a == b ||  b->Required() ) break;
-								k0 = e->DirAdj[k1];//  vertex in next edge
+								k0 = e->AdjVertexNumber[k1];//  vertex in next edge
 								e = e->Adj[k1]; // next edge
 							}
@@ -865,5 +865,5 @@
 			ge[--bge] =eg0 = eg0->Adj[direction0];
 			ISSMASSERT(bge>=0 && bge<=mxe);
-			direction0 = 1-( directionge[bge] = tmpge->DirAdj[direction0]);
+			direction0 = 1-( directionge[bge] = tmpge->AdjVertexNumber[direction0]);
 		}
 		while (eg1 != (GeometricalEdge*) vg1  &&  (*eg1)(direction1) != (GeometricalVertex*) vg1) { 
@@ -881,5 +881,5 @@
 			GeometricalEdge* tmpge = eg1;
 			ge[++tge] =eg1 = eg1->Adj[direction1];
-			directionge[tge]= direction1 = 1-tmpge->DirAdj[direction1];
+			directionge[tge]= direction1 = 1-tmpge->AdjVertexNumber[direction1];
 			ISSMASSERT(tge>=0 && tge<=mxe);
 		}
Index: /issm/trunk/src/c/objects/Bamg/Mesh.cpp
===================================================================
--- /issm/trunk/src/c/objects/Bamg/Mesh.cpp	(revision 5339)
+++ /issm/trunk/src/c/objects/Bamg/Mesh.cpp	(revision 5340)
@@ -5110,5 +5110,5 @@
 									if (b->Required() ) break;
 									int kprev=k;
-									k = e->DirAdj[kprev];// next vertices
+									k = e->AdjVertexNumber[kprev];// next vertices
 									e = e->Adj[kprev];
 									ISSMASSERT(e);
Index: /issm/trunk/src/c/objects/Bamg/Mesh.h
===================================================================
--- /issm/trunk/src/c/objects/Bamg/Mesh.h	(revision 5339)
+++ /issm/trunk/src/c/objects/Bamg/Mesh.h	(revision 5340)
@@ -170,5 +170,5 @@
 	}
 	inline void Adj(GeometricalEdge * & on,int &i){
-		int j=i;i=on->DirAdj[i];on=on->Adj[j];
+		int j=i;i=on->AdjVertexNumber[i];on=on->Adj[j];
 	}
 	inline double qualite(const BamgVertex &va,const BamgVertex &vb,const BamgVertex &vc){
Index: /issm/trunk/src/c/objects/Bamg/Triangle.h
===================================================================
--- /issm/trunk/src/c/objects/Bamg/Triangle.h	(revision 5339)
+++ /issm/trunk/src/c/objects/Bamg/Triangle.h	(revision 5340)
@@ -18,5 +18,5 @@
 		private:
 			BamgVertex *vertices[3];        // 3 vertices if t is triangle, t[i] allowed by access function, (*t)[i] if pointer
-			Triangle   *adj[3];    // 3 pointers toward the adjacent triangles
+			Triangle   *adj[3];             // 3 pointers toward the adjacent triangles
 			short       AdjEdgeNumber[3];   // edge id in the adjacent triangles. The edge number 1 is the edge number AdjEdgeNumber[1] in the Adjacent triangle 1
 
