time=speed*curr_time;
Random::SmoothType smooth((!speed && Noise::smooth == Random::SMOOTH_SPLINE) ? Random::SMOOTH_FAST_SPLINE : Noise::smooth);
- float t(time);
+ float ftime(time);
{
float amount=0.0f;
float alpha=0.0f;
for(i=0;i<detail;i++)
{
- amount=random(smooth,0+(detail-i)*5,x,y,t)+amount*0.5;
+ amount=random(smooth,0+(detail-i)*5,x,y,ftime)+amount*0.5;
if(amount<-1)amount=-1;if(amount>1)amount=1;
if(super_sample&&pixel_size)
{
- amount2=random(smooth,0+(detail-i)*5,x2,y,t)+amount2*0.5;
+ amount2=random(smooth,0+(detail-i)*5,x2,y,ftime)+amount2*0.5;
if(amount2<-1)amount2=-1;if(amount2>1)amount2=1;
- amount3=random(smooth,0+(detail-i)*5,x,y2,t)+amount3*0.5;
+ amount3=random(smooth,0+(detail-i)*5,x,y2,ftime)+amount3*0.5;
if(amount3<-1)amount3=-1;if(amount3>1)amount3=1;
if(turbulent)
if(do_alpha)
{
- alpha=random(smooth,3+(detail-i)*5,x,y,t)+alpha*0.5;
+ alpha=random(smooth,3+(detail-i)*5,x,y,ftime)+alpha*0.5;
if(alpha<-1)alpha=-1;if(alpha>1)alpha=1;
}
x*=0.5f;
y*=0.5f;
- //t*=0.5f;
+ //ftime*=0.5f;
}
if(!turbulent)