<filename>mode/examples/Basics/Math/Noise2D/Noise2D.pyde
"""
Noise2D 
by <NAME>.    

Using 2D noise to create simple texture. 
"""

increment = 0.02


def setup():
    size(640, 360)


def draw():
    loadPixels()
    xoff = 0.0  # Start xoff at 0
    detail = map(mouseX, 0, width, 0.1, 0.6)
    noiseDetail(8, detail)

    # For every x,y coordinate in a 2D space, calculate a noise value and
    # produce a brightness value
    for x in xrange(width):
        xoff += increment     # Increment xoff
        yoff = 0.0     # For every xoff, start yoff at 0
        for y in xrange(height):
            yoff += increment  # Increment yoff

            # Calculate noise and scale by 255
            bright = noise(xoff, yoff) * 255
            # Try using this line instead
            # float bright = random(0,255)

            # Set each pixel onscreen to a grayscale value
            pixels[x + y * width] = color(bright)
    updatePixels()


<filename>mode/examples/Basics/Math/Noise2D/Noise2D.pyde
"""
Noise2D 
by <NAME>.    

Using 2D noise to create simple texture. 
"""

increment = 0.02


def setup():
    size(640, 360)


def draw():
    loadPixels()
    xoff = 0.0  # Start xoff at 0
    detail = map(mouseX, 0, width, 0.1, 0.6)
    noiseDetail(8, detail)

    # For every x,y coordinate in a 2D space, calculate a noise value and
    # produce a brightness value
    for x in xrange(width):
        xoff += increment     # Increment xoff
        yoff = 0.0     # For every xoff, start yoff at 0
        for y in xrange(height):
            yoff += increment  # Increment yoff

            # Calculate noise and scale by 255
            bright = noise(xoff, yoff) * 255
            # Try using this line instead
            # float bright = random(0,255)

            # Set each pixel onscreen to a grayscale value
            pixels[x + y * width] = color(bright)
    updatePixels()


Noise2D  by <NAME>.      Using 2D noise to create simple texture. # Start xoff at 0 # For every x,y coordinate in a 2D space, calculate a noise value and # produce a brightness value # Increment xoff # For every xoff, start yoff at 0 # Increment yoff # Calculate noise and scale by 255 # Try using this line instead # float bright = random(0,255) # Set each pixel onscreen to a grayscale value