Fixed: #1328 Map time and weather Issue (synced with SVN, thanks!)

This commit is contained in:
kervala 2012-05-18 20:53:59 +02:00
parent 4ed75f94f4
commit b0e48907d7
5 changed files with 11 additions and 12 deletions

View file

@ -29,7 +29,7 @@ extern int *OptFastFloorCWStackPtr;
extern int *OptFastFloorCWStackEnd;
// fastFloor function.
#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM)
#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM) && defined(NL_USE_FASTFLOOR)
#include <cfloat>

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@ -618,7 +618,7 @@ void CPatch::computeTileLightmapPixelAutomatic(uint ts, uint tt, uint s, uint t
c= max(c, 0.f);
sint ic;
#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM)
#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM) && defined(NL_USE_FASTFLOOR)
// FastFloor using fistp. Don't care convention.
float fc= c*256;
_asm

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@ -37,14 +37,14 @@ namespace NL3D
// ***************************************************************************
#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM)
#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM) && defined(NL_USE_FASTFLOOR)
/* This floor works only for floor with noise, because floor/ceil are only made on decimal coordinates:
sTile =1.25 .... NB: because of difference of mapping (rare case), we may have sometimes values with
precision < 1/4 (eg 1.125). Just use f*256 to compute the floor.
NB: using a fastFloor() (fistp changing the controlfp() is not very a good idea here, because
computeNoise() are not "packed", so change on controlFp() would bee to frequent...
computeNoise() are not "packed", so change on controlFp() would bee too frequent...
And also because we need either floor() or ceil() here.
*/
inline sint noiseFloor(float f)

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@ -24,7 +24,7 @@ int OptFastFloorCWStack[OptFastFloorCWStackSize];
int *OptFastFloorCWStackEnd = OptFastFloorCWStack + OptFastFloorCWStackSize;
int *OptFastFloorCWStackPtr = OptFastFloorCWStack;
#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM)
#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM) && defined(NL_USE_FASTFLOOR)
double OptFastFloorMagicConst = pow(2.0,52) + pow(2.0,51);
float OptFastFloorMagicConst24 = (float)pow(2.0,23);

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@ -18,7 +18,7 @@
#include "nel/misc/noise_value.h"
#include "nel/misc/fast_floor.h"
#include "nel/misc/random.h"
namespace NLMISC
@ -45,8 +45,7 @@ public:
CRandomGrid3D()
{
//seed
CRandom Random;
Random.srand(0);
srand(0);
// init the grid
for(uint z=0; z<NL3D_NOISE_GRID_SIZE; z++)
@ -57,7 +56,7 @@ public:
{
uint id= x + (y<<NL3D_NOISE_GRID_SIZE_SHIFT) + (z<<(NL3D_NOISE_GRID_SIZE_SHIFT*2));
// take higher bits of rand gives better result.
uint v= Random.rand() >> 5;
uint v= rand() >> 5;
_Texture3d[id]= v&255;
}
}
@ -81,9 +80,9 @@ public:
// init LevelPhases.
for(i=0; i<NL3D_NOISE_LEVEL; i++)
{
_LevelPhase[i].x= Random.frand(NL3D_NOISE_GRID_SIZE);
_LevelPhase[i].y= Random.frand(NL3D_NOISE_GRID_SIZE);
_LevelPhase[i].z= Random.frand(NL3D_NOISE_GRID_SIZE);
_LevelPhase[i].x= frand(NL3D_NOISE_GRID_SIZE);
_LevelPhase[i].y= frand(NL3D_NOISE_GRID_SIZE);
_LevelPhase[i].z= frand(NL3D_NOISE_GRID_SIZE);
}
// not for level 0.
_LevelPhase[0]= CVector::Null;