<br><br><div><span class="gmail_quote">On 9/14/06, <b class="gmail_sendername">cyrille henry</b> <<a href="mailto:cyrille.henry@la-kitchen.fr">cyrille.henry@la-kitchen.fr</a>> wrote:</span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
hello chris,<br>thanks for your sugestion<br><br>chris clepper a écrit :<br>> I haven't used the noise function becuase it does not run in hardware on<br>> ATI or Nvidia (only 3DLabs).<br>i did not know that.<br>what did you use then? a jpg texture?
</blockquote><div><br>
Yes, a texture is what is normally used. In GEM you can use
sig2pix to generate random values. The GLSL noise is not random
but a Perlin noise generator.<br>
</div><br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">>You might have to use temporary variables<br>> or explicitly cast like:<br>
><br>> vx += (float) (0.1 * noise1())<br>i tried this, but it does not change anything.<br>the error : "<stdlib>(3998)" does not look like the error i've got when<br>i do this kind of mistake.</blockquote>
<div><br>
The first error doesn't make sense because GLSL does not support integers of any type according to the orange book. <br>
</div><br></div>Can you post the fragment portion of the shader so I can test the whole thing?<br>