float PerlinNoiseTurbulence::TileableTurbulence2(float fX, float fY, float fW, float fH, float fFreq) { float t = 0.0f; do { t += TileableNoise2(fFreq*fX, fFreq*fY, fW*fFreq, fH*fFreq)/fFreq; fFreq *= 0.5f; } while (fFreq >= 1.0f); return t; }
FLOAT32 CFrmPerlin::TileableTurbulence2(const FLOAT32 x, const FLOAT32 y, const FLOAT32 w, const FLOAT32 h, FLOAT32 freq) { FLOAT32 t = 0.0f; do { t += TileableNoise2(freq * x, freq * y, w * freq, h * freq) / freq; freq *= 0.5f; } while (freq >= 1.0f); return t; }