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Remove seamless option in noise texture
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David Wolff committed May 20, 2013
1 parent 97bbacf commit d3da110
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Showing 7 changed files with 7 additions and 7 deletions.
2 changes: 1 addition & 1 deletion chapter08/noisetex.cpp
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Expand Up @@ -5,7 +5,7 @@
#include <glm/glm.hpp>
#include <glm/gtc/noise.hpp>

int NoiseTex::generate2DTex(bool seamless, float baseFreq, float persistence, int w, int h) {
int NoiseTex::generate2DTex(float baseFreq, float persistence, int w, int h) {

int width = w;
int height = h;
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2 changes: 1 addition & 1 deletion chapter08/noisetex.h
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Expand Up @@ -5,7 +5,7 @@

namespace NoiseTex
{
int generate2DTex(bool seamless = false, float baseFreq = 4.0f, float persistence = 0.5f, int w = 128, int h = 128);
int generate2DTex(float baseFreq = 4.0f, float persistence = 0.5f, int w = 128, int h = 128);
};

#endif // NOISETEX_H
2 changes: 1 addition & 1 deletion chapter08/scenedecay.cpp
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Expand Up @@ -29,7 +29,7 @@ void SceneDecay::initScene()

prog.setUniform("NoiseTex", 0);

GLuint noiseTex = NoiseTex::generate2DTex(true);
GLuint noiseTex = NoiseTex::generate2DTex();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, noiseTex);

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2 changes: 1 addition & 1 deletion chapter08/scenenightvision.cpp
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Expand Up @@ -84,7 +84,7 @@ void SceneNightVision::initScene()
prog.setUniform("RenderTex", 0);
prog.setUniform("Light.Intensity", vec3(1.0f,1.0f,1.0f) );

noiseTex = NoiseTex::generate2DTex(true, 200.0f, 0.5f, 512, 512);
noiseTex = NoiseTex::generate2DTex(200.0f, 0.5f, 512, 512);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, noiseTex);
prog.setUniform("NoiseTex", 1);
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2 changes: 1 addition & 1 deletion chapter08/scenepaint.cpp
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Expand Up @@ -29,7 +29,7 @@ void ScenePaint::initScene()

prog.setUniform("NoiseTex", 0);

GLuint noiseTex = NoiseTex::generate2DTex(true, 32.0f);
GLuint noiseTex = NoiseTex::generate2DTex(32.0f);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, noiseTex);

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2 changes: 1 addition & 1 deletion chapter08/scenesky.cpp
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Expand Up @@ -64,7 +64,7 @@ void SceneSky::initScene()

prog.setUniform("NoiseTex", 0);

GLuint noiseTex = NoiseTex::generate2DTex(true);
GLuint noiseTex = NoiseTex::generate2DTex();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, noiseTex);
}
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2 changes: 1 addition & 1 deletion chapter08/scenewood.cpp
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Expand Up @@ -75,7 +75,7 @@ void SceneWood::initScene()

prog.setUniform("Slice", slice);

GLuint noiseTex = NoiseTex::generate2DTex(true);
GLuint noiseTex = NoiseTex::generate2DTex();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, noiseTex);
}
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