     
     // each thread will determine the neighborlist of a single particle
     int n_neigh = 0;    // count number of neighbors found so far
-    
+
     // loop over all adjacent bins
     for (unsigned int cur_adj = 0; cur_adj < 27; cur_adj++)
         {

//! Texture for reading the bins adjacent to a given bin
texture<unsigned int, 2, cudaReadModeElementType> bin_adj_tex;

texture<unsigned int, 1, cudaReadModeElementType> bin_size_tex;

#define EMPTY_BIN 0xffffffff

            neigh_bin = d_bin_adj[my_bin + cur_adj*bin_adj_width];
        else
            neigh_bin = d_bin_adj[cur_adj + my_bin*bin_adj_width];
        
        /*if (transpose_bin_adj)
            neigh_bin = tex1Dfetch(bin_adj_linear_tex, my_bin + cur_adj*bin_adj_width);
        else
            neigh_bin = tex1Dfetch(bin_adj_linear_tex, cur_adj + my_bin*bin_adj_width);*/
            
        //unsigned int size = tex1Dfetch(bin_size_tex, neigh_bin);
        unsigned int size = d_bin_size[neigh_bin];
