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authorthilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea>2009-05-31 20:30:37 +0000
committerthilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea>2009-05-31 20:30:37 +0000
commit243b5bfdc79a8924d90df11cf5115bd3a959204b (patch)
tree2022cdfb6fdbd2efef30cca0d0cf752d6259ac20 /code/renderer
parent9336c78b2584b51c30be5acbb0f8b847cd4412ed (diff)
downloadioquake3-aero-243b5bfdc79a8924d90df11cf5115bd3a959204b.tar.gz
ioquake3-aero-243b5bfdc79a8924d90df11cf5115bd3a959204b.zip
I'll retain the new way seeding the random number generator.. these calls are therefore redundant
git-svn-id: svn://svn.icculus.org/quake3/trunk@1563 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/renderer')
-rw-r--r--code/renderer/tr_noise.c2
1 files changed, 0 insertions, 2 deletions
diff --git a/code/renderer/tr_noise.c b/code/renderer/tr_noise.c
index 5d550a3..af2f84e 100644
--- a/code/renderer/tr_noise.c
+++ b/code/renderer/tr_noise.c
@@ -44,8 +44,6 @@ void R_NoiseInit( void )
{
int i;
- srand( 1001 );
-
for ( i = 0; i < NOISE_SIZE; i++ )
{
s_noise_table[i] = ( float ) ( ( ( rand() / ( float ) RAND_MAX ) * 2.0 - 1.0 ) );