More noise
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@@ -214,8 +214,8 @@ void HydraPlanetActor::_CreateRenderableComponent()
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void HydraPlanetActor::_CreateQuads()
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{
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uint32_t divisions = 100;
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float diameter = 100.0f;
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float quad_size = 100.0f;
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float diameter = 50000.0f;
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float quad_size = 50000.0f;
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float radius = diameter /2.0f;
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m_quads[0] = GetEngine()->ActorManager()->CreateActor<HydraPlanetQuadActor>();
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HydraPlanetQuadActor* quad0 = static_cast<HydraPlanetQuadActor*>(GetEngine()->ActorManager()->GetActor(m_quads[0]));
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@@ -50,13 +50,13 @@ glm::vec3 HydraPlanetQuadActor::_ProjectSphere(glm::dvec4 vert_in, glm::mat4 tra
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FastNoiseLite fnl;
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fnl.SetFrequency(0.1f);
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fnl.SetNoiseType(FastNoiseLite::NoiseType::NoiseType_OpenSimplex2);
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fnl.SetFractalType(FastNoiseLite::FractalType::FractalType_FBm);
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fnl.SetFractalType(FastNoiseLite::FractalType::FractalType_Ridged);
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fnl.SetSeed(341411);
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fnl.SetFrequency(0.05);
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float noise = fnl.GetNoise(vert.x, vert.y, vert.z);
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vert = glm::normalize(vert) * ((m_planet_diameter / 2.0) + (noise * 1.0f));
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vert = glm::normalize(vert) * ((m_planet_diameter / 2.0) + (noise * 1500.0f));
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vert = inv_trans * glm::dvec4(vert.x, vert.y, vert.z, 1.0);
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