Bugfix, own collection:
Random seeding is still not perfect in render, especially lack of good thread support still. - VectorBlur node was calling seed for each exec, causing other nodes to get fixed random too. - added seed in non-OSA main loop for render - use BLI_srandom, is better than BLI_srand
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@@ -171,6 +171,9 @@ void BLI_thread_srandom(int thread, unsigned int seed)
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{
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extern unsigned char hash[]; // noise.c
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if(thread >= MAX_RNG_THREADS)
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thread= 0;
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rng_seed(&rng_tab[thread], seed + hash[seed & 255]);
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seed= rng_getInt(&rng_tab[thread]);
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rng_seed(&rng_tab[thread], seed + hash[seed & 255]);
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