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Update README.md
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README.md

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

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