Returned changes for 'Fix Randomize gradient floating point error'
because of unexpected side effect. Worked around the problem another way
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@ -65,14 +65,18 @@ var
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hsv: array[0..2] of double;
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pal: TColorMap;
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begin
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rgb[0] := 0;
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rgb[1] := 0;
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rgb[2] := 0;
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inc(MainSeed);
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RandSeed := Mainseed;
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nodes := random((MaxNodes - 1) - (MinNodes - 2)) + (MinNodes - 1);
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n := 256 div nodes;
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b := 0;
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hsv[0] := (random(MaxHue - (MinHue - 1)) + MinHue) / 100;
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hsv[1] := (random(MaxSat - (MinSat - 1)) + MinSat) / 100;
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hsv[2] := (random(MaxLum - (MinLum - 1)) + MinLum) / 100;
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hsv[0] := 0.01 * (random(MaxHue - (MinHue - 1)) + MinHue);
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hsv[1] := 0.01 * (random(MaxSat - (MinSat - 1)) + MinSat);
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hsv[2] := 0.01 * (random(MaxLum - (MinLum - 1)) + MinLum);
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hsv2rgb(hsv, rgb);
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Pal[0][0] := Round(rgb[0] * 255);
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Pal[0][1] := Round(rgb[1] * 255);
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@ -80,9 +84,9 @@ begin
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repeat
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a := b;
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b := b + n;
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hsv[0] := (random(MaxHue - (MinHue - 1)) + MinHue) / 100;
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hsv[1] := (random(MaxSat - (MinSat - 1)) + MinSat) / 100;
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hsv[2] := (random(MaxLum - (MinLum - 1)) + MinLum) / 100;
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hsv[0] := 0.01 * (random(MaxHue - (MinHue - 1)) + MinHue);
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hsv[1] := 0.01 * (random(MaxSat - (MinSat - 1)) + MinSat);
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hsv[2] := 0.01 * (random(MaxLum - (MinLum - 1)) + MinLum);
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hsv2rgb(hsv, rgb);
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if b > 255 then b := 255;
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Pal[b][0] := Round(rgb[0] * 255);
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@ -83,11 +83,12 @@ var
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f, p, q, t, v: double;
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begin
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try
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rgb[0] := 0;
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rgb[1] := 0;
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rgb[2] := 0;
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// rgb[0] := 0;
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// rgb[1] := 0;
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// rgb[2] := 0;
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j := floor(hsv[0]);
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f := hsv[0] - j;
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v := hsv[2];
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p := hsv[2] * (1 - hsv[1]);
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