Does the algorithm described in this web page generate a real Perlin Noise or it’s just a good approximation?
It is not the function Perlin uses himself, but it is the same idea. I recommend you to use simplex noise though: http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
I’ve found the answer to my question in this glossary .
I’ve implemented that code with a GLSL fragment shader, it works fine using 4 or more octaves (I’m not really happy of results with 1 or 2 octaves), but I’ve not much remaining time to complete my project so I hope I could improve my knowledge about the topic in the near future.
Zengar, thank you for the reply and the suggestion.