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Últimos mensajes - Página 1450

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Number6
Desde en Oct 2010
3706 posts

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Todo sobre iStripper
October 22, 2017, 5119 respuestas
@Z22

Have you looked in your vghd.log?

The scene appears to work for me as per your screencaps and it is a nice effect but it is throwing up dozens of lines of errors in the vghd.log. It even lists lines of shader code in the log and I've never seen it do that (although Totem may have added this feature).

Some of the errors are the ones that @TheEmu has pointed out. Some of the others may be a subset of this.

Unfortunately it is some time since I did any scenes and although many of them used tweaked shaders I really don't know enough about Open GSL to comment. In those days with the old VG interface it actually had a debugger that threw up the errors on the fullscreen interface (even for those that appeared to work). This no longer happens however the vghd.log does list Fullscreen (and skin) errors.

The problem is that unless you follow the actual standards of Open GSL there are always going to be graphics cards it will work with and those it won't. This is down to the graphics cards manufacturers and their interpretation of the standards - some will ignore the error and others won't.

If you look way back in this thread (or maybe the shared screens thread) there was one particular shader that worked fine on my AMD/ATI card but @EverthangForever couldn't get it working on his NVIDIA. I think @Wyldanimal solved that one at the time. It was just a single line that the AMD/ATI would accept but the NVIDIA wouldn't.

I'd listen to what @TheEmu is saying - he has a lot of experience working with shaders. Between you I am sure you can solve the problem. It would be greaT if you can get it working without the errors as it would look really nice with some of my old psychedelic scenes. Who knows I may even be inspired to get up off my fat arse and do some more.

PS - Hi @EverthangForever - how's it going?
TheEmu
Desde en Jul 2012
7424 posts

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Todo sobre iStripper
October 22, 2017, 5119 respuestas
AcidRain4, like the previous AcidRains does not work on my Intel GPU, for exactly the same reasons as before.

Please note in a fragment shader you MUST not assign a value to anything declared as a uniform or a varying. On some systems it may work but it is still invalid to do so EVEN ON THOSE SYSTEMS and may stop working at any time, typically after a graphics driver update.

It is as if you had an algorithm that navigated the streets from point A to point B but its included a step that drove the wrong way down a one way street - it may work but it is not valid.

That said, even after I correct the declarations of the fm variables to be simple floats I still just get a blank background and I have no idea why.

I have found what the vUv variables do - they do absolutely nothing. The only place that they are used is to assign initial values to c0, c1 and c2, but these are then overwriiten by new values a few lines further on. Delete the delcarations of these variables, delete the lines that use them and add vec4 to the start of the lines that assign values to c0, c1 and c2. (The vUv vaiables appear to be left over from some old code that has been copied from somewhere that used a system that automatically provided these variables, the iStripper system does not, but as you are effectively not using them that is not a problem)

As I had rather too much wine at lunch I am not going to try to do any more study of why the scenes do not work on my system because I am likely to do more ***** than good)
TheEmu
Desde en Jul 2012
7424 posts
TheEmu
Desde en Jul 2012
7424 posts

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Todo sobre iStripper
October 22, 2017, 5119 respuestas
When I try your latest AcidRain my GLSL compiler (Intel's) rejects it with the following error messages.

ERROR: 1:33: 'assign' : l-value required "fm0" (can't modify a varying)
ERROR: 1:36: 'assign' : l-value required "fm0" (can't modify a varying)
ERROR: 1:37: 'assign' : l-value required "fm0" (can't modify a varying)
ERROR: 1:39: 'assign' : l-value required "fm0" (can't modify a varying)
[/code]

with more for the other fm variables. This is because you declare fm0 etc. as "varying". In GLSL the keyword "varying" does not declare a variable as distint to a constant, it declares a variable that has different values in different simultaneously active invokations of a fragment shader - basicly something that varies from pixel to pixel as opposed to a uniform variable that is the same for each pixel. The GLSL language says that fragment shaders may not modify anything declared as "varying" which are inputs to fragment shaders. Vertex shaders can modify things declared as "varying" and these act as inputs to the fragment shaders (actualy the inputs to the fragment shaders are interpolated from the values calculated for each of the neighbouring vertices). It is unfortunate that some GLSL compiler implementations do not enforce the limitation and allow things that are violations of the official language specification.

This can be fixed by just removing "varying" from the declarations - if you leave them outside the function they will be initialised to 0.0 or you can delete them and declare them inside the function when you first use them.

However, when I do this I then the scene reduces to a blank background behind the performer. This may be due to the cact that you have declared the "varying" vectors vUv0, vUv1 and vUv2 but nothing every provides them with values so they default to (0.0,0.0). When I run the scene I get a warning message

2017-10-22T08:47:05[] WARNING[QOpenGLShader::link: "Fragment shader contains a user varying, but is linked without a vertex shader.

What were you trying to do with vUv0 etc.?