Jump to content
  • Advertisement
Sign in to follow this  
Hello Kitty

HLSL noise() function

This topic is 3838 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello has anyone used the HLSL noise() function? The docs say it expects a vector, but it doesnt work with float3. It only seems to compile if I pass it a constant like 1.0, but then it only returns 1 thanks

Share this post


Link to post
Share on other sites
Advertisement
I'm not sure if you're aware or not, but the noise intrinsic is only usable with the D3DXFillTextureTX, which is designed for generating procedural textures off-line. Are you using it in that context?

Share this post


Link to post
Share on other sites
Reference:
DirectX SDK Docs - FAQ

Quote:
DirectX Frequently Asked Questions
What is the HLSL noise() intrinsic for?

The noise intrinsic function generates perlin noise as defined by Ken Perlin. The HLSL function can currently only be used to fill textures in texture shaders as current h/w does not support the method natively. Texture shaders are used in conjuction with the D3DXFill*Texture() functions which are useful helper functions to generate procedurally defined textures during load time.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!