Fix #112180: Noise with high detail and lacunarity outputs erratic values
This patch fixes #112180 by aligning the floor fraction function with the GLSL/SVM ones, through the use of the floor math function. Pull Request: https://projects.blender.org/blender/blender/pulls/112962
This commit is contained in:
@@ -381,8 +381,9 @@ BLI_INLINE float noise_grad(uint32_t hash, float x, float y, float z, float w)
|
||||
|
||||
BLI_INLINE float floor_fraction(float x, int &i)
|
||||
{
|
||||
i = int(x) - ((x < 0) ? 1 : 0);
|
||||
return x - i;
|
||||
float x_floor = math::floor(x);
|
||||
i = int(x_floor);
|
||||
return x - x_floor;
|
||||
}
|
||||
|
||||
BLI_INLINE float perlin_noise(float position)
|
||||
|
||||
Reference in New Issue
Block a user