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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Hmm, I was looking for a good pseudo RNG function and checked this one out (I also looked at your RNG snippet)... The noise seem to be.. well too random smile:-D

What I mean is that its distribution is not consistent over space. You should see the same noise configuration being shifted if you offset it. This is not the case: it changes completely.

Looking at the code I think I see the "problem" (its not really a problem in this filter I guess): the v variable (the seed) is constantly reconfigured by the previous result, implicitly resulting in a noise configuration that depends directly on the rendering order and not the x,y coords alone.

I will post a more consistent RNG function here if I figure out something..
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3dsBlend
3dsBlend
Posts: 69
Filters: 38
This is just like my variable blur
Haloo! Enjoy this page while you're here! xD
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