URI:
       tfix indicies - sphere - GPU-based 3D discrete element method algorithm with optional fluid coupling
  HTML git clone git://src.adamsgaard.dk/sphere
   DIR Log
   DIR Files
   DIR Refs
   DIR LICENSE
       ---
   DIR commit 31cb03e32d6bc463635b897c1cdb815368c8a835
   DIR parent e1e3c1d366af936d429548770cd277edc14d2e10
  HTML Author: Anders Damsgaard <anders.damsgaard@geo.au.dk>
       Date:   Tue,  3 Jun 2014 16:24:18 +0200
       
       fix indicies
       
       Diffstat:
         M src/navierstokes.cuh                |      28 ++++++++++++++--------------
       
       1 file changed, 14 insertions(+), 14 deletions(-)
       ---
   DIR diff --git a/src/navierstokes.cuh b/src/navierstokes.cuh
       t@@ -2685,7 +2685,7 @@ __global__ void updateNSvelocity(
                const Float v_p_x = dev_ns_v_p_x[cellidx];
                const Float v_p_y = dev_ns_v_p_y[cellidx];
                const Float v_p_z = dev_ns_v_p_z[cellidx];
       -        const Float3 v_p = MAKE_FLOAT3(v_p_x, v_p_z, v_p_z);
       +        const Float3 v_p = MAKE_FLOAT3(v_p_x, v_p_y, v_p_z);
        
                const Float epsilon_xn = dev_ns_epsilon[idx(x-1,y,z)];
                const Float epsilon_c  = dev_ns_epsilon[idx(x,y,z)];
       t@@ -2951,19 +2951,19 @@ __global__ void findInteractionForce(
                __syncthreads();
                const Float phi = dev_ns_phi[cellidx];
        
       -        const Float v_x   = dev_ns_v_x[vidx(x,y,z)];
       -        const Float v_x_p = dev_ns_v_x[vidx(x+1,y,z)];
       -        const Float v_y   = dev_ns_v_x[vidx(x,y,z)];
       -        const Float v_y_p = dev_ns_v_x[vidx(x,y+1,z)];
       -        const Float v_z   = dev_ns_v_x[vidx(x,y,z)];
       -        const Float v_z_p = dev_ns_v_x[vidx(x,y,z+1)];
       -
       -        const Float div_tau_x   = dev_ns_div_tau_x[vidx(x,y,z)];
       -        const Float div_tau_x_p = dev_ns_div_tau_x[vidx(x+1,y,z)];
       -        const Float div_tau_y   = dev_ns_div_tau_x[vidx(x,y,z)];
       -        const Float div_tau_y_p = dev_ns_div_tau_x[vidx(x,y+1,z)];
       -        const Float div_tau_z   = dev_ns_div_tau_x[vidx(x,y,z)];
       -        const Float div_tau_z_p = dev_ns_div_tau_x[vidx(x,y,z+1)];
       +        const Float v_x   = dev_ns_v_x[vidx(i_x,i_y,i_z)];
       +        const Float v_x_p = dev_ns_v_x[vidx(i_x+1,y,i_z)];
       +        const Float v_y   = dev_ns_v_x[vidx(i_x,i_y,i_z)];
       +        const Float v_y_p = dev_ns_v_x[vidx(i_x,i_y+1,i_z)];
       +        const Float v_z   = dev_ns_v_x[vidx(i_x,i_y,i_z)];
       +        const Float v_z_p = dev_ns_v_x[vidx(i_x,i_y,i_z+1)];
       +
       +        const Float div_tau_x   = dev_ns_div_tau_x[vidx(i_x,i_y,i_z)];
       +        const Float div_tau_x_p = dev_ns_div_tau_x[vidx(i_x+1,i_y,i_z)];
       +        const Float div_tau_y   = dev_ns_div_tau_y[vidx(i_x,i_y,i_z)];
       +        const Float div_tau_y_p = dev_ns_div_tau_y[vidx(i_x,i_y+1,i_z)];
       +        const Float div_tau_z   = dev_ns_div_tau_z[vidx(i_x,i_y,i_z)];
       +        const Float div_tau_z_p = dev_ns_div_tau_z[vidx(i_x,i_y,i_z+1)];
        
                const Float3 v_f = MAKE_FLOAT3(
                        (v_x + v_x_p)/2.0,