Index: /issm/trunk/src/c/objects/Bamg/Mesh.cpp
===================================================================
--- /issm/trunk/src/c/objects/Bamg/Mesh.cpp	(revision 5582)
+++ /issm/trunk/src/c/objects/Bamg/Mesh.cpp	(revision 5583)
@@ -237,5 +237,5 @@
 		if (triangles)            delete [] triangles;
 		if (quadtree)             delete    quadtree;
-		//if (ordre)                delete [] ordre;
+		//if (orderedvertices)                delete [] orderedvertices;
 		if (subdomains)           delete []  subdomains;
 		if (VerticesOnGeomEdge)   delete [] VerticesOnGeomEdge;
@@ -273,5 +273,5 @@
 		if (verbose) printf("Reading vertices (%i)\n",nbv);
 		vertices=(BamgVertex*)xmalloc(nbv*sizeof(BamgVertex));
-		ordre=(BamgVertex**)xmalloc(nbv*sizeof(BamgVertex*));
+		orderedvertices=(BamgVertex**)xmalloc(nbv*sizeof(BamgVertex*));
 		for (i=0;i<nbv;i++){
 			vertices[i].r.x=x[i];
@@ -324,5 +324,5 @@
 
 			vertices=(BamgVertex*)xmalloc(nbv*sizeof(BamgVertex));
-			ordre=(BamgVertex**)xmalloc(nbv*sizeof(BamgVertex*));
+			orderedvertices=(BamgVertex**)xmalloc(nbv*sizeof(BamgVertex*));
 
 			for (i=0;i<nbv;i++){
@@ -2707,6 +2707,6 @@
 			vertices=new BamgVertex[maxnbv];
 			ISSMASSERT(vertices);
-			ordre=new (BamgVertex* [maxnbv]);
-			ISSMASSERT(ordre);
+			orderedvertices=new (BamgVertex* [maxnbv]);
+			ISSMASSERT(orderedvertices);
 			triangles=new Triangle[maxnbt];
 			ISSMASSERT(triangles);
@@ -2714,5 +2714,5 @@
 		else {
 			vertices=NULL;
-			ordre=NULL;
+			orderedvertices=NULL;
 			triangles=NULL;
 			maxnbt=0;
@@ -2738,5 +2738,5 @@
 		SetIntCoor();
 
-		/*Now we want to build a list (ordre) of the vertices in a random
+		/*Now we want to build a list (orderedvertices) of the vertices in a random
 		 * order. To do so, we use the following method:
 		 *
@@ -2770,25 +2770,25 @@
 		int   k0=rand()%nbv; 
 
-		//Build ordre
+		//Build orderedvertices
 		for (i=0; i<nbv; i++){
-			ordre[i]=&vertices[k0=(k0+PrimeNumber)%nbv];
-		}
-
-		/*Modify ordre such that the first 3 vertices form a triangle*/
+			orderedvertices[i]=&vertices[k0=(k0+PrimeNumber)%nbv];
+		}
+
+		/*Modify orderedvertices such that the first 3 vertices form a triangle*/
 
 		//get first vertex i such that [0,1,i] are not aligned
-		for (i=2; det(ordre[0]->i,ordre[1]->i,ordre[i]->i)==0;){
+		for (i=2; det(orderedvertices[0]->i,orderedvertices[1]->i,orderedvertices[i]->i)==0;){
 			//if i is higher than nbv, it means that all the determinants are 0,
 			//all vertices are aligned!
 			if  (++i>=nbv) ISSMERROR("all the vertices are aligned");
 		}
-		// exchange i et 2 in "ordre" so that
+		// exchange i et 2 in "orderedvertices" so that
 		// the first 3 vertices are not aligned (real triangle)
-		Exchange(ordre[2], ordre[i]);
+		Exchange(orderedvertices[2], orderedvertices[i]);
 
 		/*Take the first edge formed by the first two vertices and build
 		 * the initial simple mesh from this edge and 2 boundary triangles*/
 
-		BamgVertex *  v0=ordre[0], *v1=ordre[1];
+		BamgVertex *  v0=orderedvertices[0], *v1=orderedvertices[1];
 
 		nbt = 2;
@@ -2830,5 +2830,5 @@
 
 			//Get new vertex
-			BamgVertex *newvertex=ordre[icount];
+			BamgVertex *newvertex=orderedvertices[icount];
 
 			//Find the triangle in which newvertex is located
@@ -2856,10 +2856,10 @@
 		k0 = rand()%nbv ; 
 		for (int is4=0; is4<nbv; is4++) 
-		 ordre[is4]= &vertices[k0 = (k0 + PrimeNumber)% nbv];
+		 orderedvertices[is4]= &vertices[k0 = (k0 + PrimeNumber)% nbv];
 
 		for(int Nbloop=0;Nbloop<NBLOOPOPTIM;Nbloop++){
 			long  NbSwap = 0;
 			for (int is1=0; is1<nbv; is1++) 
-			 NbSwap += ordre[is1]->Optim(0,0);
+			 NbSwap += orderedvertices[is1]->Optim(0,0);
 			if (verbose>3) {
 				printf("      Optim Loop: %i\n",Nbloop);
@@ -2900,6 +2900,6 @@
 			register long j=nbvold +(k3 = (k3+PrimeNumber)%nbvnew);
 			register long i=nbvold+is3; 
-			ordre[i]= vertices + j;
-			ordre[i]->ReferenceNumber=i;
+			orderedvertices[i]= vertices + j;
+			orderedvertices[i]->ReferenceNumber=i;
 		}
 
@@ -2907,5 +2907,5 @@
 		long iv=nbvold;
 		for (i=nbvold;i<nbv;i++){
-			BamgVertex &vi=*ordre[i];
+			BamgVertex &vi=*orderedvertices[i];
 			vi.i=R2ToI2(vi.r);
 			vi.r=I2ToR2(vi.i);
@@ -2917,10 +2917,10 @@
 				BamgVertex &vj = vertices[iv];
 				long  j=vj.ReferenceNumber; 
-				if (&vj!=ordre[j]){
-					ISSMERROR("&vj!= ordre[j]");
+				if (&vj!=orderedvertices[j]){
+					ISSMERROR("&vj!= orderedvertices[j]");
 				}
 				if(i!=j){ 
 					Exchange(vi,vj);
-					Exchange(ordre[j],ordre[i]);
+					Exchange(orderedvertices[j],orderedvertices[i]);
 				}
 				vj.ReferenceNumber=0; 
@@ -3416,7 +3416,7 @@
 	if(verbose>2) printf("      Reconstruct mesh of %i vertices\n",nbv); 
 
-	//initialize ordre
-	ISSMASSERT(ordre);
-	for (i=0;i<nbv;i++) ordre[i]=0;
+	//initialize orderedvertices
+	ISSMASSERT(orderedvertices);
+	for (i=0;i<nbv;i++) orderedvertices[i]=0;
 
 	//Initialize nbsubdomains
@@ -3485,7 +3485,7 @@
 			if (i<nbe){
 				long i0=edge4->i(i);
-				ordre[i0] = vertices+i0;
+				orderedvertices[i0] = vertices+i0;
 				long i1=edge4->j(i);
-				ordre[i1] = vertices+i1;
+				orderedvertices[i1] = vertices+i1;
 			}
 			else {
@@ -3510,5 +3510,5 @@
 		vertices[i].t=0;
 		vertices[i].IndexInTriangle=0;
-		if (ordre[i]) ordre[nbvb++]=ordre[i];
+		if (orderedvertices[i]) orderedvertices[nbvb++]=orderedvertices[i];
 	}
 
@@ -3527,13 +3527,13 @@
 
 	//Find a vertex that is not aligned with vertices 0 and 1
-	for (i=2;det(ordre[0]->i,ordre[1]->i,ordre[i]->i)==0;) 
+	for (i=2;det(orderedvertices[0]->i,orderedvertices[1]->i,orderedvertices[i]->i)==0;) 
 	 if  (++i>=nbvb) {
 		 ISSMERROR("ReconstructExistingMesh: All the vertices are aligned");
 	 }
-	//Move this vertex (i) to the 2d position in ordre
-	Exchange(ordre[2], ordre[i]);
+	//Move this vertex (i) to the 2d position in orderedvertices
+	Exchange(orderedvertices[2], orderedvertices[i]);
 
 	/*Reconstruct mesh beginning with 2 triangles*/
-	BamgVertex *  v0=ordre[0], *v1=ordre[1];
+	BamgVertex *  v0=orderedvertices[0], *v1=orderedvertices[1];
 
 	triangles[0](0) = NULL; // Infinite vertex
@@ -3568,5 +3568,5 @@
 	long NbSwap=0;
 	for (int icount=2; icount<nbvb; icount++) {
-		BamgVertex *vi  = ordre[icount];
+		BamgVertex *vi  = orderedvertices[icount];
 		Icoor2 dete[3];
 		Triangle *tcvi = TriangleFindFromCoord(vi->i,dete);
Index: /issm/trunk/src/c/objects/Bamg/Mesh.h
===================================================================
--- /issm/trunk/src/c/objects/Bamg/Mesh.h	(revision 5582)
+++ /issm/trunk/src/c/objects/Bamg/Mesh.h	(revision 5583)
@@ -30,5 +30,5 @@
 			Edge                         *edges;
 			QuadTree                     *quadtree;
-			BamgVertex                  **ordre;
+			BamgVertex                  **orderedvertices;
 			SubDomain                    *subdomains;
 			long                          NbRef;                 // counter of ref on the this class if 0 we can delete
