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Last posts - Page 1744

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EverthangForever
Joined in Oct 2009
4469 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
September 5, 2015, 5053 answers

With kind permissions of @Number6 & @yidincrete here are 4 diagnostic scenes for VGHD Forum members experimenting with Shadertoy.com's BoyC-TheCave fragment shader.

It comprises VGHDPlayer scenes for sampler2D textures set to convert to 1920 x 1200 size in order to study the effect of texture reduction and texture tiling by the VGHDPlayer with various native size textures (picture files).

The provided native sizes below are labelled within each test graphic and they are all installed in the same name-tree listing here for ease of comparison. The original textures provided in other subdirectories have been inverted and mirrored variously in x and y dimensions foreshadowing possible further/future work required on the shader code by others. Test sizes are:

1920 x 1200
5112 x 2880
7673 x 4305

Texture labels have been differently applied. Some are on transparent areas to display what is running below the shader quad and some are not.

It is a quest to understand how tiling of textures can be declared better in the code. How this and other effects could be improved & structured to be manipulated by uniforms so we can easily observe more interesting convoluted 3D dynamic wrappings without excessive strain on the GPU. It is hoped scene/shader test-sets like these may inspire further improvements and perhaps even lead to development of a 'Tunnel B' type shader project later on.

Zip is in the share http://www.virtuagirl.com/forumPost.php?foId=3&ftId=29408&storageRemovePostItem=1&gotolastpage=1#post479195 thread. Thanks @Number6, @yidincrete, @HSS. You guys rock !!
EverthangForever
Joined in Oct 2009
4469 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
September 3, 2015, 5053 answers
@Number6,
in line 163 of the current shader remix
vec3 p2=(Posm1+Pos+Posm1+Pos)/4.0;
the Pos & Posm1 settings can be changed back to
vec3 p2=(Posm1+Pos)/2.0;
My guess is you would have already tried that and possibly many other reduction tweeks to cure the stutter.
We really need @TheEmu to suss this shader out & it would help if he can elaborate further the difference of this coding approach with the Elias~IceCave example. Perhaps by breaking down the IceCave code with // functional comments to compare with BoyC's code & shed some light on the congestion gremlins.
Wrt the competition comments, I tend to agree with you..the last thing I'd want to do is mark-down anyone who is trying to make any sort of fist of coding adjustment, especially newbies. My own motivation comes from obligations I feel, to honour the enormous time put in earlier by the likes of @Wyldanimal, @TheEmu & others here..when they were otherwise busy & really didn't have to do it. @TheEmu said he will return to complete the realtime setting panels project sometime..so we can only hope.
@HSS, oh great news...😄
if you have my last remix of BoyC's code running, I'm keen to know what iteration rate are you currently using at line 141 ?
const float numit=128.0; //raymarch precision
also line 184, increased pi to 8 decimal places..
vec3 ld=lp-Pos*tpn*3.14159265*n*3.14159265; //light direction as a function of tpn, n & pi ~ET
in my rig changing the line 79 on the shader to..
vec2 pos=Position(p.z,a,b,c,d)/0.96858;
should adjust the distance of the Tunnel slice very slightly
equivalent to (100-pi/100). I've found its a good place there to play around with reducing pixillation of 'distant' parts of the scene texture. I have more smoother plane gradients in 'deeper' views generally now on 128 iterations (less jaggies), but the humble division above seems to just smooth out distance effects a tad slicker.
I've had the odd freeze, however hitting the "S" key + the time to go make a coffee ~ usually finds play restored & underway ok :-)
EverthangForever
Joined in Oct 2009
4469 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
August 29, 2015, 5053 answers
Good question @kylegonjinn & welcome !
A little about ET zips..As long as I can recall, I have always included the above installer note in ALL ET installation zips. Please Note:

1. All ET Zips are always fully extracted (from blue mark above) ONLY into the main SCENES folder.

2. The main scenes folder is the folder you open when you click the 'open scenes folder' button at the base of the VGHD player's fullscreen page.

3. When you do the extraction your unzip program may ask if you want to MERGE new with existing folders ~ agree to merge all.

4. When you do the extraction it may ask if you want to overwrite any existing files that may have the same name. ~ agree to overwrite all.

Don't forget also (as was mentioned by @No.6 & @HSS earlier), that the VGHD Player's 'Scenes' list does NOT represent a structure of folders and files like you will see in your PC's file manager/explorer.

The list in the player is a list of similar prefixes of names (grouped 'name-trees' if you like ) of scenes (zzz - xxx.scn files) which your Player may have found existing no more than one file-manager folder depth below your.../data/scenes folder. That is the only depth that SCN files can be read by the player. Hope that makes sense. I've found that extracting everything to main scenes directory and the user allowing extract to merge same name folders and overwriting any same name files to be the least ***** option to get everything extracted, installed & updated where it should be.