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quick perlin noise question

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do you smooth and then interpolate or interpolate and then smooth?

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I know you interpolate for perlin noise, but where does 'smooth' come into it?

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float center = temp[x][y]/4.0f;
float sides = (temp[x+1][y] + temp[x-1][y] + temp[x][y+1] + temp[x][y-1])/8.0f;
float corners = (temp[x+1][y+1] + temp[x+1][y-1] + temp[x-1][y+1] + temp[x-1][y-1])/16.0f;


and that for every pixel

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