Age Verification
This website contains age-restricted material including nudity and explicit content. By entering, you confirm being at least 18 years old or the age of majority in the jurisdiction you are accessing the website from.
I am 18+ or older - Enter
I am under 18 - Exit
Our parental controls page explains how you can easily block access to this site.

Últimos mensajes - Página 1602

  Foro

EverthangForever
Desde en Oct 2009
4483 posts

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Todo sobre iStripper
December 15, 2016, 5088 respuestas
@Emu, for me the important thing was to have a means of correcting the automatic flipping of sampler textures in iStripper.
. This we achieved with framebuffering at least.
Its something I would have hoped Totem would address in the design of their platform rather than us having to muddle through such things with code repairs.
Then again they are primarily selling a product ~ the animation ~ and fullscreen is really just an enhancement, so any tinkering you can do to attempt to find new tools is very worthwhile. Can't thank you enough.

A while back you said
if you use a shader with a sprite then the scale, opacity, and color attributes in specified in the .scn for the sprite often have no effect. I recently found out why - it because the shaders are not bothering to do the trivial amount of work necessary to take them into account.

This reminded me ( even prior to using framebuffers ) of the behaviour of shaders in a single .scn when you try to use several instances of the same shader below the camera node. This happend when I tried to do a tunnel within a tunnel with the BoyC and at another time, with the Tunnel A shader.
If you render both instances onto their separate sprites using the same open directory texture path calls above the camera node, both instances will select the very same (random?) texture. You have to provide copies of the same shader from separate directories to get them to function independently ~ ie:you have to make a second shader2 location and that way can run each shader instance quite separately or the two instances will not act independently.
EverthangForever
Desde en Oct 2009
4483 posts

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Todo sobre iStripper
December 14, 2016, 5088 respuestas
[email protected] that scale code for nothing it seems .. heheha..
however i was talking about texture2D's in that last bit..and...
@Emu did some work suited to applying to halloween.scn...(as below)
using an arbitrary shader on an arbitrary collection of things assembled in a frame buffer.

// Assemble stuff in a frame buffer.

framebuffer {

id: Buffer1
size: 1600, 900

// I have just used a clipSprite here but, but you can
// can assemble any combination of scene elements.

clipSprite {
pos: 800, 880
standingHeight: 700
source: Clip1
opacity: 1.0
}

}

// ***** the output from the first framebuffer.

framebuffer {
id: Buffer2
source: Buffer1
shader: fragment, Shaders/blur_more.fsh
}

/////////////////////////////////////////////////////////////
camera { // Set up the camera.

type: 2D
pos: 800, 450
size: 1600, 900

// Provide a background

sprite {
pos: 0, 0
source: Image1
hotspot: 0.5, 0.5
size: 1600, 900
}

// Add the output from the second framebuffer. As this is
// now just a normal sprite you can use all the standard
// sprite attributes here such as scale, pos, color etc.

sprite {
pos: 0, 0
hotspot: 0.5, 0.5
source: Buffer2
size: 1600, 900
blend: true
color: 1, 1, 0.5
scale: -1.0, 1.0
}
}

=====================================
Edit: a correction to my previous post. Was an ambiguosly expressed intro..darnit !
should read: ' If a user wants to make a shader work with sampler pics the right way up, when rendered by a shader:'