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authorRichard Linden <none@none>2013-01-03 18:59:06 -0800
committerRichard Linden <none@none>2013-01-03 18:59:06 -0800
commit05abd7a7b878de089514e74a27eaa2f3e5628f84 (patch)
tree4aaacf16d3e707c09d9c116d202fa5c24a662049
parent1d44f4d863217c8e5d18a0073e02e4360bc65e07 (diff)
MAINT-2195 FIX Terrain textures are different for each session
seed the random number generator in noise.h with a known value when initializing the perlin noise system and then back to a random value when done
-rw-r--r--indra/newview/noise.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/indra/newview/noise.h b/indra/newview/noise.h
index 0923bffcf2..b3efad73c5 100644
--- a/indra/newview/noise.h
+++ b/indra/newview/noise.h
@@ -310,6 +310,8 @@ static void normalize3(F32 v[3])
static void init(void)
{
+ // we want repeatable noise (e.g. for stable terrain texturing), so seed with known value
+ srand(42);
int i, j, k;
for (i = 0 ; i < B ; i++) {
@@ -340,6 +342,9 @@ static void init(void)
for (j = 0 ; j < 3 ; j++)
g3[B + i][j] = g3[i][j];
}
+
+ // reintroduce entropy
+ srand(time(NULL)); // Flawfinder: ignore
}
#undef B