Add the ability to generate noise textures
Nobody has claimed this yet.
- Dominant language
- JavaScript
- Stars
- 24k
- Forks
- 3.8k
- Avg merge
- 3d 16h
- Merged PRs (30d)
- 25
Description
Increasing access
This would make it easier and more efficient to utilize textures, especially with shaders for WebGL since generating noise with the noise() function or just using the noise() function is often too computationally expensive for many tasks, even when limited to just the CPU.
Most appropriate sub-area of p5.js?
- Accessibility
- Color
- Core/Environment/Rendering
- Data
- DOM
- Events
- Image
- IO
- Math
- Typography
- Utilities
- WebGL
- Build process
- Unit testing
- Internationalization
- Friendly errors
- Other (specify if possible)
Feature request details
We could create a function corresponding to the noise() function called noiseTexture() that takes in similar parameters to noise(). When WebGL is inaccessible we can generate a texture and write to it from the CPU side, and when WebGL is accessible we can generate a texture attached to an FBO and then use a shader with certain uniform parameters to render to it.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reviewing the existing noise() implementation and the WebGL texture, FBO, and shader paths mentioned in the proposal. Define how noiseTexture() should behave in both CPU and WebGL modes, including its parameters and output, then establish tests or examples that verify the generated texture.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- javascript
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 35/100