@@ -17,10 +17,10 @@ I only request that you mention me in the credits for your game in the way that
1717* SimplexNoise Scaled retruns float value between 0 - scale factor
1818* SimplexNoise In Range returns float value between minRange - maxRange
1919* inFactor value added to all functions to set frequency of the noise [ Recomended values form: 0.1 - 0.00001 ]
20- * GetSimpleNoise1D_EX (float x, float lacunarity = 2.3f , float persistance = 0.6f , int octaves = 4 , float inFactor = 1.0f , bool ZeroToOne = false )
21- * GetSimpleNoise2D_EX (float x, float y, float lacunarity = 2.3f , float persistance = 0.6f , int octaves = 4 , float inFactor = 1.0f , bool ZeroToOne = false )
22- * GetSimpleNoise3D_EX (float x, float y, float z, float lacunarity = 2.3f , float persistance = 0.6f , int octaves = 4 , float inFactor = 1.0f , bool ZeroToOne = false )
23- * GetSimpleNoise4D_EX (float x, float y, float z, float w, float lacunarity = 2.3f , float persistance = 0.6f , int octaves = 4 , float inFactor = 1.0f , bool ZeroToOne = false )
20+ * GetSimpleNoise1D_EX (float x, float lacunarity, float persistance, int octaves, float inFactor, bool ZeroToOne)
21+ * GetSimpleNoise2D_EX (float x, float y, float lacunarity, float persistance, int octaves, float inFactor, bool ZeroToOne)
22+ * GetSimpleNoise3D_EX (float x, float y, float z, float lacunarity, float persistance, int octaves, float inFactor, bool ZeroToOne)
23+ * GetSimpleNoise4D_EX (float x, float y, float z, float w, float lacunarity, float persistance, int octaves, float inFactor, bool ZeroToOne)
2424
2525This algorithm was originally designed by Ken Perlin, but my code has been
2626adapted and extended from the implementation written by Stefan Gustavson (stegu@itn.liu.se )
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