|
@@ -18,8 +18,7 @@
|
|
|
// float z,
|
|
|
// int x_wrap=0,
|
|
|
// int y_wrap=0,
|
|
|
-// int z_wrap=0,
|
|
|
-// unsigned char seed=0)
|
|
|
+// int z_wrap=0)
|
|
|
//
|
|
|
// This function computes a random value at the coordinate (x,y,z).
|
|
|
// Adjacent random values are continuous but the noise fluctuates
|
|
@@ -33,9 +32,6 @@
|
|
|
// details of the implementation, even if you ask for larger or no
|
|
|
// wrapping.)
|
|
|
//
|
|
|
-// Using a different "seed" will provide a unique variation
|
|
|
-// of the noise output.
|
|
|
-//
|
|
|
// Fractal Noise:
|
|
|
//
|
|
|
// Three common fractal noise functions are included, which produce
|
|
@@ -44,16 +40,13 @@
|
|
|
// 'octaves' times, so this parameter will affect runtime.
|
|
|
//
|
|
|
// float stb_perlin_ridge_noise3(float x, float y, float z,
|
|
|
-// float lacunarity, float gain, float offset, int octaves,
|
|
|
-// unsigned char seed=0)
|
|
|
+// float lacunarity, float gain, float offset, int octaves)
|
|
|
//
|
|
|
// float stb_perlin_fbm_noise3(float x, float y, float z,
|
|
|
-// float lacunarity, float gain, int octaves,
|
|
|
-// unsigned char seed=0);
|
|
|
+// float lacunarity, float gain, int octaves)
|
|
|
//
|
|
|
// float stb_perlin_turbulence_noise3(float x, float y, float z,
|
|
|
-// float lacunarity, float gain,int octaves,
|
|
|
-// unsigned char seed=0)
|
|
|
+// float lacunarity, float gain, int octaves)
|
|
|
//
|
|
|
// Typical values to start playing with:
|
|
|
// octaves = 6 -- number of "octaves" of noise3() to sum
|