@sean_lilley, I’m making more progress. Haven’t got all our algorithms for calculating noise impact implemented yet, but I’ve got enough to begin to get an idea of the results.
(Sorry for the crummy video clip, but I couldn’t find something online that did a very good job.)
There’s some strange positioning of the heatmaps happening, so I’m going to need to investigate that. But it’s obvious that anything I can do to improve efficiency is a good idea. You mentioned:
This loop is pretty slow and can be optimized. A better approach might be to
map noise values to colors in the shader. Would need to upload noise values directly
as a float texture and also pass in the gradient stops/colors as a uniform array.
Could you point me to an example or walk me through in more detail how to accomplish this? I’d really like to improve performance if possible.