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OctavedNoise: Another unshadowed local variable.

This commit is contained in:
Mattes D 2014-11-27 23:13:40 +01:00
parent 12ad2a07c0
commit 4545b8eed9
1 changed files with 11 additions and 9 deletions

View File

@ -66,17 +66,19 @@ public:
}
// Generate the first octave directly into array:
const cOctave & FirstOctave = m_Octaves.front();
int ArrayCount = a_SizeX * a_SizeY;
FirstOctave.m_Noise.Generate2D(
a_Workspace, a_SizeX, a_SizeY,
a_StartX * FirstOctave.m_Frequency, a_EndX * FirstOctave.m_Frequency,
a_StartY * FirstOctave.m_Frequency, a_EndY * FirstOctave.m_Frequency
);
NOISE_DATATYPE Amplitude = FirstOctave.m_Amplitude;
for (int i = 0; i < ArrayCount; i++)
{
a_Array[i] = a_Workspace[i] * Amplitude;
const cOctave & FirstOctave = m_Octaves.front();
FirstOctave.m_Noise.Generate2D(
a_Workspace, a_SizeX, a_SizeY,
a_StartX * FirstOctave.m_Frequency, a_EndX * FirstOctave.m_Frequency,
a_StartY * FirstOctave.m_Frequency, a_EndY * FirstOctave.m_Frequency
);
NOISE_DATATYPE Amplitude = FirstOctave.m_Amplitude;
for (int i = 0; i < ArrayCount; i++)
{
a_Array[i] = a_Workspace[i] * Amplitude;
}
}
// Add each octave: