 
                 Scalar3 dx = my_pos - neigh_pos;
                 dx = box.minImage(dx);
-                
+
                 Scalar dr_sq = dot(dx,dx);
 
                 if (dr_sq <= r_listsq)

    }

void gpu_nlist_multi_binned_bind_texture(const Scalar4 *d_cell_xyzf,
                                         unsigned int n_elements,
                                         const Scalar4 *d_stencil,
                                         unsigned int n_stencil_elements)

    cell_xyzf_1d_tex.normalized = false;
    cell_xyzf_1d_tex.filterMode = cudaFilterModePoint;
    cudaBindTexture(0, cell_xyzf_1d_tex, d_cell_xyzf, sizeof(Scalar4)*n_elements);

    // bind the position texture
    cell_tdb_1d_tex.normalized = false;
    cell_tdb_1d_tex.filterMode = cudaFilterModePoint;
    cudaBindTexture(0, cell_tdb_1d_tex, d_cell_tdb, sizeof(Scalar4)*n_elements);

    // bind the stencil texture
    stencil_1d_tex.normalized = false;
