737 |
|
|
738 |
On the NV25 architecture, |
On the NV25 architecture, |
739 |
the texture accesses can be customized further by the use of texture |
the texture accesses can be customized further by the use of texture |
740 |
shading: the texture coordinates in a texture access can be made |
shading: the texture coordinates used by a texture unit can be made |
741 |
to depend on the result of a previous texture access. |
to depend on the result of a previous texture unit. |
742 |
This can create a large variety of shapes, as seen already |
This can be used to create a large variety of shapes\cite{perlin-noise-intro}. |
743 |
in Perlin's work\cite{perlin-noise-intro}. |
% So far, we have only used offset textures with random |
744 |
So far, we have only used offset textures with random |
% offset matrices, but even they |
745 |
offset matrices, but even they |
% do improve the quality of the output. |
746 |
do improve the quality of the output. |
% The textures used for offsetting are the same as the |
747 |
The textures used for offsetting are the same as the |
% basic textures, but loaded as higher precision two-component HILO textures. |
|
basic textures, but loaded as higher precision two-component HILO textures. |
|
748 |
|
|
749 |
|
|
750 |
\subsection{Register combiners} |
\subsection{Register combiners} |