RE: Perlin Noise - Early demo release was ( - Texture Generator)
	
	
	
		- Posted by rforno at tutopia.com
		Nov 25, 2002
 
		
	
	
Thanks.
It will suffice being 1 channel.
The range may be -32767 to 32767 *or* greater, if this eases things.
Anyway, I'd be grateful in case you explain the basics of Perlin noise
generation, for me to try.
----- Original Message -----
From: <dm31 at uow.edu.au>
Subject: RE: Perlin Noise - Early demo release was ( - Texture Generator)
|The problem with your approach, at least for me, is that it is too
slow and
|requires a lot of code. I'd like to attain the same results, but at
least
|two orders of magnitude faster. Any chance?
One, it is already around 6 times faster then it was. :S
Two, in pure Eu, it will be hard getting it too much faster.
Of course I always try optimising code thou.
Too much code? *me* looks at latest version here.... uh oh. Its
already double since that release, and once 3D(Volumetric/animated 2D)
and 4D(animated 3D) is done, it will be over double again...
OK, here is what can be done. First, if you where using PTexture.ew,
the blitfast/surface_flip bits of code can be deleted and
bitmap_(un)lock moved to outside the for loops. (Its like it is atm
for testing purposes).
One thing I was going to do, is see if the random generator code I had
in C would be faster then the rand function if I wrote a dll to use
it. Has anyone got a random number generator in Eu/C/ASM that IS
faster then rand()?
Now, I was going to try to keep this code pure Eu, HOWEVER, once I get
a stable version going, I might start writing some ASM to speed it up
in a alternative version. Eu is just not suited to fast, intensive
work.
So, it is PSound.ew not PTexture that you will be using right? If I
can get some details I'll see if I can speed it up by making a
specific version that only meets THOSE requirements.
Output Range: -32567 <=> 32567  ?
Dimensions: 1 (2? If you require a slightly different 2 channel 4
stero)
Anyothers that I should know?
(I take it that it is producing appropriate data atm)
Cheers,
Dan McG
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