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D3D11 Fix, hardcode to 4 threads

Josh Engebretson 8 years ago
parent
commit
4aeb4587eb

+ 4 - 0
Resources/CoreData/Shaders/HLSL/Uniforms.hlsl

@@ -143,6 +143,10 @@ cbuffer ObjectVS : register(b5)
 #endif
 #ifdef SKINNED
     uniform float4x3 cSkinMatrices[MAXBONES];
+#else    
+// ATOMIC BEGIN
+    uniform float4 cLMOffset;
+// ATOMIC END
 #endif
 }
 #endif

+ 1 - 1
Source/AtomicGlow/GlowApplication/AtomicGlowApp.cpp

@@ -327,7 +327,7 @@ namespace AtomicGlow
         // TODO: change to using new workerthreadcount command line arg
         // which exposed in editor GlowComponent UI
         // also, check how the number of threads affects light times
-        // engineParameters_[EP_WORKER_THREADS_COUNT] = 8;
+        engineParameters_[EP_WORKER_THREADS_COUNT] = 4;
 
         IPCClientApp::Setup();