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authorJun Zhang <zhangjunphy@gmail.com>2015-12-05 21:00:11 +0800
committerBlockMen <nmuelll@web.de>2015-12-06 11:38:03 +0100
commita78dd7f2b6b0e1fefdbaa1ae21b722dd4459e4f4 (patch)
treeace45f38b9a951185b158fb7e3435680afb5d376 /src/noise.cpp
parent70ece71ee4e8f8bff5cbc572710c0fa6fc3b355f (diff)
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Fix spelling of noise_threshold
Diffstat (limited to 'src/noise.cpp')
-rw-r--r--src/noise.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/noise.cpp b/src/noise.cpp
index b1b702538..2ddc3926f 100644
--- a/src/noise.cpp
+++ b/src/noise.cpp
@@ -99,17 +99,17 @@ u32 PcgRandom::range(u32 bound)
Using rand() % 3, the number 0 would be twice as likely to appear.
With a very large RNG range, the effect becomes less prevalent but
still present. This can be solved by modifying the range of the RNG
- to become a multiple of bound by dropping values above the a threshhold.
- In our example, threshhold == 4 - 3 = 1 % 3 == 1, so reject 0, thus
+ to become a multiple of bound by dropping values above the a threshold.
+ In our example, threshold == 4 - 3 = 1 % 3 == 1, so reject 0, thus
making the range 3 with no bias.
This loop looks dangerous, but will always terminate due to the
RNG's property of uniformity.
*/
- u32 threshhold = -bound % bound;
+ u32 threshold = -bound % bound;
u32 r;
- while ((r = next()) < threshhold)
+ while ((r = next()) < threshold)
;
return r % bound;