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@@ -31,6 +31,7 @@ namespace {
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using std::uint32_t;
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using namespace Render::GL::BitShift;
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using namespace Render::GL::Geometry;
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+using namespace Render::GL::HashXorShift;
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using namespace Render::Ground;
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const QMatrix4x4 k_identity_matrix;
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@@ -346,7 +347,7 @@ void TerrainRenderer::buildMeshes() {
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SectionData sections[3];
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uint32_t const chunk_seed = hashCoords(chunk_x, chunk_z, m_noiseSeed);
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- uint32_t const variant_seed = chunk_seed ^ 0x9e3779b9U;
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+ uint32_t const variant_seed = chunk_seed ^ GoldenRatioHash;
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float const rotation_step =
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static_cast<float>((variant_seed >> 5) & 3) * 90.0F;
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bool const flip = ((variant_seed >> 7) & 1U) != 0U;
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