int seed)
{
float v00, v01, v10, v11, u, v, orig_u;
- int index, i, j, x0, y0, noisex, noisey;
- int nlx, nly;
+ u32 index, i, j, noisex, noisey;
+ u32 nlx, nly;
+ s32 x0, y0;
bool eased = np.flags & (NOISE_FLAG_DEFAULTS | NOISE_FLAG_EASED);
Interp2dFxn interpolate = eased ?
orig_u = u;
//calculate noise point lattice
- nlx = (int)(u + sx * step_x) + 2;
- nly = (int)(v + sy * step_y) + 2;
+ nlx = (u32)(u + sx * step_x) + 2;
+ nly = (u32)(v + sy * step_y) + 2;
index = 0;
for (j = 0; j != nly; j++)
for (i = 0; i != nlx; i++)
float v000, v010, v100, v110;
float v001, v011, v101, v111;
float u, v, w, orig_u, orig_v;
- int index, i, j, k, x0, y0, z0, noisex, noisey, noisez;
- int nlx, nly, nlz;
+ u32 index, i, j, k, noisex, noisey, noisez;
+ u32 nlx, nly, nlz;
+ s32 x0, y0, z0;
Interp3dFxn interpolate = (np.flags & NOISE_FLAG_EASED) ?
triLinearInterpolation : triLinearInterpolationNoEase;
orig_v = v;
//calculate noise point lattice
- nlx = (int)(u + sx * step_x) + 2;
- nly = (int)(v + sy * step_y) + 2;
- nlz = (int)(w + sz * step_z) + 2;
+ nlx = (u32)(u + sx * step_x) + 2;
+ nly = (u32)(v + sy * step_y) + 2;
+ nlz = (u32)(w + sz * step_z) + 2;
index = 0;
for (k = 0; k != nlz; k++)
for (j = 0; j != nly; j++)