float v[4];
static float noisetable[NOISE_SIZE];
static int r[NOISE_SIZE];
- // LordHavoc: this is inspired by code I saw in Quake3, however I think my
+ // LadyHavoc: this is inspired by code I saw in Quake3, however I think my
// version is much cleaner and substantially faster as well
//
// the following changes were made:
r[i] = (int)(rand() * (double)NOISE_SIZE / ((double)RAND_MAX + 1)) & NOISE_MASK;
// that & is only needed if RAND_MAX is > the range of double, which isn't the case on most platforms
}
- frac[1][0] = x - floor(x);index[0][0] = ((int)floor(x)) & NOISE_MASK;
+ frac[0][1] = x - floor(x);index[0][0] = ((int)floor(x)) & NOISE_MASK;
frac[1][1] = y - floor(y);index[1][0] = ((int)floor(y)) & NOISE_MASK;
- frac[1][2] = z - floor(z);index[2][0] = ((int)floor(z)) & NOISE_MASK;
- frac[1][3] = w - floor(w);index[3][0] = ((int)floor(w)) & NOISE_MASK;
+ frac[2][1] = z - floor(z);index[2][0] = ((int)floor(z)) & NOISE_MASK;
+ frac[3][1] = w - floor(w);index[3][0] = ((int)floor(w)) & NOISE_MASK;
for (i = 0;i < 4;i++)
frac[i][0] = 1 - frac[i][1];
for (i = 0;i < 4;i++)