diff --git a/ComputeShader/sceneparticles.cpp b/ComputeShader/sceneparticles.cpp index a433c5a06ae2909ccbb58f6b3f64074b9e4049c5..30869f81a59f1901e2c4d798909908e360c7b980 100644 --- a/ComputeShader/sceneparticles.cpp +++ b/ComputeShader/sceneparticles.cpp @@ -141,7 +141,7 @@ void SceneParticles::render() computeProg.setUniform("BlackHolePos1", bh1); computeProg.setUniform("BlackHolePos2", bh2); // TODO: (3) Compute Space auf 3 Dimensionen erh�hen - glDispatchCompute(nParticles.x / 10, nParticles.y / 10, nParticles.z / 10); + glDispatchCompute(40, 25, 1); glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT); // Draw the scene diff --git a/ComputeShader/shader/particles.comp b/ComputeShader/shader/particles.comp index 5b40f23fe6be4befa1a2c16ccba35537183337b4..c508b8145826bf4b693d73b29985e09f27c2d89b 100644 --- a/ComputeShader/shader/particles.comp +++ b/ComputeShader/shader/particles.comp @@ -1,6 +1,6 @@ #version 430 -layout( local_size_x = 10, local_size_y = 10, local_size_z = 10 ) in; +layout( local_size_x = 1, local_size_y = 1000, local_size_z = 1 ) in; layout(std430, binding=0) buffer Pos { vec4 Position[];