size(1,1),
gradient(Color::black(), Color::white())
{
- smooth=2;
+ smooth=Random::SMOOTH_COSINE;
detail=4;
speed=0;
do_alpha=false;
int i;
Time time;
time=speed*curr_time;
- int smooth((!speed && Noise::smooth==3)?5:Noise::smooth);
+ Random::SmoothType smooth((!speed && Noise::smooth == Random::SMOOTH_SPLINE) ? Random::SMOOTH_FAST_SPLINE : Noise::smooth);
float t(time);
.set_local_name(_("Interpolation"))
.set_description(_("What type of interpolation to use"))
.set_hint("enum")
- .add_enum_value(0,"nearest",_("Nearest Neighbor"))
- .add_enum_value(1,"linear",_("Linear"))
- .add_enum_value(2,"cosine",_("Cosine"))
- .add_enum_value(3,"spline",_("Spline"))
- .add_enum_value(4,"cubic",_("Cubic"))
+ .add_enum_value(Random::SMOOTH_DEFAULT, "nearest", _("Nearest Neighbor"))
+ .add_enum_value(Random::SMOOTH_LINEAR, "linear", _("Linear"))
+ .add_enum_value(Random::SMOOTH_COSINE, "cosine", _("Cosine"))
+ .add_enum_value(Random::SMOOTH_SPLINE, "spline", _("Spline"))
+ .add_enum_value(Random::SMOOTH_CUBIC, "cubic", _("Cubic"))
);
ret.push_back(ParamDesc("detail")
.set_local_name(_("Detail"))