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Last posts - Page 1449

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TheEmu
Joined in Jul 2012
7424 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
October 23, 2017, 5119 answers
I will try the new version this evening.

@Z22

Don't bother with the in and out qualifiers for things declared at the start of fragment shaders. Fragment shaders can only have one output and this is the predefined variable gl_FragColor which, being predefined, does not need to be declared by you at all. Even if they could have other outputs there is absolutely nothing that could ever use these other outputs. Using "in" is redundant because it is the default and the only thing that can be a valid "out" is gl_FragColor. Things are different in vertex shaders, but we are only talking about fragment shaders here.

Everything else declared in a fragment shader but outside of its functions can only be either

1) inputs. which must be declared as either uniform or varying. Any input should have a value assigned to it by something that runs before the fragment shader otherwise it will just be zero.

2) Shader local variables which must not be declared as either uniform or varying. These will default to zero unless you assign them an initial value.

Note, every time that a fragment shader runs it gets a new set of these variables - if you give one a value it will NOT have that value in the next frame but will have been reinitialised.

If you try to import code from other sources please be aware that different systems will provide different sets of system specific uniform and varying global variables. You can rely on those begining with gl_ as those are specified by the GLSL language and must always be provided, everything else is system specific (such as the vUv variables that you have previously used). Within the iStripper system there are some of variables, such as u_Elapsed and u_WindowSize which are provided by Totem's code but if you are getting code from elsewhere that uses any uniform or varying variables other than the gl_ ones you will need to find out if iStripper provides any equivalents and if so what they are called.
Number6
Joined in Oct 2010
3706 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
October 22, 2017, 5119 answers
Question: How does anyone temporarily disable the NVidia GPU so that their rig resorts to intel GPU only as per @TheEmu's situation.? It stands to reason, if members cannot temporarily do that, surely they will never know whether anything is working to GLSL rules or not. Problems shouldn't be fractal but they seem to beget each other lol.

It depends on your set up. Many PCs now have the grahpics card built in and not necessarily INTEL. If you do not have a separate graphics card then you can only work with the onboard one. Usually you woulld have to go into the BIOS to enable/disable the onboard graphics if you have a separate graphics card. Many people would not have this option if they only have the one GPU. Mine is permanently disabled as my lowly AMD/ATI is far better then the the onboard graphics.

I suspect that @ThEmu has a laptop similar to my work laptop. It has dual graphics cards (mine is INTEL or AMD). It auto switches between the two dependent on the application. For high graphics usage e.g. AutoCAD in my case, it automatically uses the AMD.

I haven't looked at mine too closely (It is only used at work) but I am guessing there is a way to ***** it to use only one of the graphics processors. I have a feeling that @TheEmu did this a while back when there were some problems with some of the stuff he had done. Apparently it worked OK on one of his GPU's but other people were having problems. When he tried it on his other GPU it also exhibited problems. Now I think he tries everything on both GPU's just to be certain.