v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
- double noise = noise2d_perlin(
- (float)p_in_noise_i.X*cloud_size/BS/100,
- (float)p_in_noise_i.Y*cloud_size/BS/100,
- m_seed, 3, 0.5);
- if(noise < 0)
+ double noise = noise2d_perlin_abs(
+ (float)p_in_noise_i.X*cloud_size/BS/200,
+ (float)p_in_noise_i.Y*cloud_size/BS/200,
+ m_seed, 3, 0.4);
+ if(noise < 0.8)
continue;
v2f p1 = p0 + v2f(1,1)*cloud_size;
//float cloud_height = BS*55;
//float cloud_height = BS*20;
Clouds *clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1,
- cloud_height, 0);
+ cloud_height, time(0));
/*
Move into game