<p><b>dwj07@fsu.edu</b> 2011-11-09 14:30:55 -0700 (Wed, 09 Nov 2011)</p><p><br>
        -- BRANCH COMMIT --<br>
<br>
        Removing translation of spheres, since they are always centered at (0,0,0)<br>
</p><hr noshade><pre><font color="gray">Modified: branches/tools/mpas_draw/mpas_draw.cpp
===================================================================
--- branches/tools/mpas_draw/mpas_draw.cpp        2011-11-09 21:11:52 UTC (rev 1182)
+++ branches/tools/mpas_draw/mpas_draw.cpp        2011-11-09 21:30:55 UTC (rev 1183)
@@ -1094,17 +1094,13 @@
         //  A sphere doesn't need this rescaling.
         //  A box does!
         //
-        //xyz_scale = sqrt ( 3.0 ) * xyz_scale;
+//        xyz_scale = sqrt ( 3.0 ) * xyz_scale;
         //
         //  Translate the data so it is centered.
         //  Scale the data so it fits in the unit cube.
         //
         for ( cell = 0; cell &lt; ncells; cell++ )
         {
-                xcell[cell] = ( xcell[cell] - xyz_center[0] ) / xyz_scale;
-                ycell[cell] = ( ycell[cell] - xyz_center[1] ) / xyz_scale;
-                zcell[cell] = ( zcell[cell] - xyz_center[2] ) / xyz_scale;
-
                 norm = sqrt(xcell[cell]*xcell[cell] + ycell[cell]*ycell[cell] + zcell[cell]*zcell[cell]);
                 xcell[cell] /= norm;
                 ycell[cell] /= norm;
@@ -1178,17 +1174,13 @@
         //  A sphere doesn't need this rescaling.
         //  A box does!
         //
-        //xyz_scale = sqrt ( 3.0 ) * xyz_scale;
+//        xyz_scale = sqrt ( 3.0 ) * xyz_scale;
         //
         //  Translate the data so it is centered.
         //  Scale the data so it fits in the unit cube.
         //
         for ( vertex = 0; vertex &lt; nvertices; vertex++ )
         {
-                xvertex[vertex] = ( xvertex[vertex] - xyz_center[0] ) / xyz_scale;
-                yvertex[vertex] = ( yvertex[vertex] - xyz_center[1] ) / xyz_scale;
-                zvertex[vertex] = ( zvertex[vertex] - xyz_center[2] ) / xyz_scale;
-
                 norm = sqrt(xvertex[vertex]*xvertex[vertex] + yvertex[vertex]*yvertex[vertex] + zvertex[vertex]*zvertex[vertex]);
                 xvertex[vertex] /= norm;
                 yvertex[vertex] /= norm;

</font>
</pre>