public float[,] Generate( int width, int height )
{
float[,] texture = new float[height, width];
double xFact = xPeriod / width;
double yFact = yPeriod / height;
for ( int y = 0; y < height; y++ )
{
for ( int x = 0; x < width; x++ )
{
texture[y, x] =
Math.Min( 1.0f, (float)
Math.Abs( Math.Sin(
( x * xFact + y * yFact + noise.Function2D( x + r, y + r ) ) * Math.PI
) )
);
}
}
return texture;
}