
Height data source that produces height based upon Perlin noise. Perlin noise is noise that is not 100% random rather is interpolated noise which gives a more natural appearance (eg a mountain range). Because it descends from THeightDataSource it can be used on a terrain renderer

Important TGLPerlinHDS properties:
peristance: A multiplier that determines how quickly the amplitudes diminish for each successive octave in a Perlin-noise function. If you understand this definition I'll give you a medal.
number_of_octaves:The number of octaves control the amount of detail of Perlin noise. Adding more octaves increases the detail of Perlin noise, with the added drawback of increasing the calculation time.
interpolation:Method of smoothing noise. Cosine is considered the best
Demo: http://www.skinhat.com/GLSceneDemos/perlinTerrainDemo.zip
Unit: GLPerlin
Descends from THeightDataSource.
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