File diff r15788:b6c01baeb166 → r15789:c3566de65d78
src/tgp.cpp
Show inline comments
 
@@ -890,26 +890,6 @@ static double int_noise(const long x, co
 

	
 

	
 
/**
 
 * Hj. Malthaner's routine included 2 different noise smoothing methods.
 
 * We now use the "raw" int_noise one.
 
 * However, it may be useful to move to the other routine in future.
 
 * So it is included too.
 
 */
 
static double smoothed_noise(const int x, const int y, const int prime)
 
{
 
#if 0
 
	/* A hilly world (four corner smooth) */
 
	const double sides = int_noise(x - 1, y) + int_noise(x + 1, y) + int_noise(x, y - 1) + int_noise(x, y + 1);
 
	const double center  =  int_noise(x, y);
 
	return (sides + sides + center * 4) / 8.0;
 
#endif
 

	
 
	/* This gives very hilly world */
 
	return int_noise(x, y, prime);
 
}
 

	
 

	
 
/**
 
 * This routine determines the interpolated value between a and b
 
 */
 
static inline double linear_interpolate(const double a, const double b, const double x)
 
@@ -930,10 +910,10 @@ static double interpolated_noise(const d
 
	const double fractional_X = x - (double)integer_X;
 
	const double fractional_Y = y - (double)integer_Y;
 

	
 
	const double v1 = smoothed_noise(integer_X,     integer_Y,     prime);
 
	const double v2 = smoothed_noise(integer_X + 1, integer_Y,     prime);
 
	const double v3 = smoothed_noise(integer_X,     integer_Y + 1, prime);
 
	const double v4 = smoothed_noise(integer_X + 1, integer_Y + 1, prime);
 
	const double v1 = int_noise(integer_X,     integer_Y,     prime);
 
	const double v2 = int_noise(integer_X + 1, integer_Y,     prime);
 
	const double v3 = int_noise(integer_X,     integer_Y + 1, prime);
 
	const double v4 = int_noise(integer_X + 1, integer_Y + 1, prime);
 

	
 
	const double i1 = linear_interpolate(v1, v2, fractional_X);
 
	const double i2 = linear_interpolate(v3, v4, fractional_X);