Thanks for both your suggestions.
Although after thinking about this more I think I might have posted in the wrong area since I am actually more interested in using a texture map to store a previously computed noise function. I have already been able to attain a readymade noise function written by someone else which I can use within the OpenGL Shading Language, although I might make a shorter, easier to understand noise function by following the tutorial you gave above.
Otherwise I also want the experience of working with noise from previously computed 1D, 2D, or 3D texture maps, which I presume gets made in OpenGL and then is accessed from within the OpenGL Shading Language. This way I hope I can learn a bit more in how to work with noise.
So I suppose what my real question is does anyone have any good techniques or ideas for creating a 1D, 2D, or 3D noise texture map within OpenGL so I can then provide it to the graphics hardware using glTexImage3D.
The idea behind the noise texture map in the orange book was that the ...
function creates an RGBA texture with the first octave of noise stored in the red texture component, the second octave stored in the green texture component, the third octave stored in the blue component, and the fourth octave stored in the alpha component. Each octave has twice the frequency and half the amplitude as the previous one.
Would it be a good idea to keep all noise textures like this or is this just one way of doing it?
Since I am using JOGL would I be best just to go and find a Perlin Noise function in Java and attempt to place the values in it produces into the texture values.
Sorry for asking more questions but your help is greatly appreciated.
Thanks