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@ -18,8 +18,7 @@ |
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// float z,
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// int x_wrap=0,
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// int y_wrap=0,
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// int z_wrap=0,
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// unsigned char seed=0)
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// int z_wrap=0)
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//
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// This function computes a random value at the coordinate (x,y,z).
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// Adjacent random values are continuous but the noise fluctuates
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@ -33,9 +32,6 @@ |
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// details of the implementation, even if you ask for larger or no
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// wrapping.)
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//
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// Using a different "seed" will provide a unique variation
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// of the noise output.
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//
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// Fractal Noise:
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//
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// Three common fractal noise functions are included, which produce
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@ -44,16 +40,13 @@ |
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// 'octaves' times, so this parameter will affect runtime.
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//
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// float stb_perlin_ridge_noise3(float x, float y, float z,
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// float lacunarity, float gain, float offset, int octaves,
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// unsigned char seed=0)
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// float lacunarity, float gain, float offset, int octaves)
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//
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// float stb_perlin_fbm_noise3(float x, float y, float z,
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// float lacunarity, float gain, int octaves,
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// unsigned char seed=0);
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// float lacunarity, float gain, int octaves)
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//
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// float stb_perlin_turbulence_noise3(float x, float y, float z,
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// float lacunarity, float gain,int octaves,
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// unsigned char seed=0)
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// float lacunarity, float gain, int octaves)
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//
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// Typical values to start playing with:
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// octaves = 6 -- number of "octaves" of noise3() to sum
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