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Jerky noise map motion


 
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knarf
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Joined: 15 Oct 2009
Posts: 74

PostPosted: Mon Sep 27, 2010 7:36 pm    Post subject:
Jerky noise map motion
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Hi,

When I run the example, the wave motion looks great, and the demo runs at around 350 frames per second. However, the scrolling normal map seems to move in a very jerky motion, moving in large steps at maybe 4hz.

I've stepped through the code, and I'm looking at FFTOceanSurface::computeNoiseCoords. Now, if I comment this code out, and run the example again, the noise texture stops moving as expected. So I think I've found the right place to look.

But I can't seem to find what is causing the jerking motion. It looked to me like perhaps there was an issue with mixing ints and floats: some value, like time perhaps, is accumulating, but new accumulations are fractional and are thus being truncated by some implicit integer cast somewhere. Eventually, the value accumulates to the point where a whole number boundary is reached, thus creating a 'pop'. That was my hypothesis, anyway.

But I don't see any integers being used as terms in this function. So, it should be creating a nice, smooth motion from what I can see. Has anyone else run into this?

Thank you!

Cheers,
Frank
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knarf
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Joined: 15 Oct 2009
Posts: 74

PostPosted: Sun Oct 03, 2010 5:59 pm    Post subject:
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This seems to have spontaneously fixed itself. o_0
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