OctavedNoise: Unshadowed a local variable.
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@ -124,18 +124,20 @@ public:
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}
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// Generate the first octave directly into array:
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const cOctave & FirstOctave = m_Octaves.front();
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int ArrayCount = a_SizeX * a_SizeY * a_SizeZ;
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FirstOctave.m_Noise.Generate3D(
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a_Workspace, a_SizeX, a_SizeY, a_SizeZ,
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a_StartX * FirstOctave.m_Frequency, a_EndX * FirstOctave.m_Frequency,
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a_StartY * FirstOctave.m_Frequency, a_EndY * FirstOctave.m_Frequency,
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a_StartZ * FirstOctave.m_Frequency, a_EndZ * FirstOctave.m_Frequency
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);
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NOISE_DATATYPE Amplitude = FirstOctave.m_Amplitude;
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for (int i = 0; i < ArrayCount; i++)
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{
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a_Array[i] = a_Workspace[i] * Amplitude;
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const cOctave & FirstOctave = m_Octaves.front();
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FirstOctave.m_Noise.Generate3D(
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a_Workspace, a_SizeX, a_SizeY, a_SizeZ,
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a_StartX * FirstOctave.m_Frequency, a_EndX * FirstOctave.m_Frequency,
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a_StartY * FirstOctave.m_Frequency, a_EndY * FirstOctave.m_Frequency,
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a_StartZ * FirstOctave.m_Frequency, a_EndZ * FirstOctave.m_Frequency
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);
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NOISE_DATATYPE Amplitude = FirstOctave.m_Amplitude;
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for (int i = 0; i < ArrayCount; i++)
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{
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a_Array[i] = a_Workspace[i] * Amplitude;
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}
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}
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// Add each octave:
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