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Last posts - Page 393

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Philours
Joined in Feb 2019
3976 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
February 3, 2022, 5044 answers
2022-02-03T13:12:44 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:44 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:44 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:46 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2022-02-03T13:12:57 fullscreen: [NodeAnimation::set] WARNING[Unknown curve "pingpong" for node ""]
2022-02-03T13:13:09 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "rotate"]
2022-02-03T13:13:09 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "rotate"]
2022-02-03T13:13:09 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "rotate"]
2022-02-03T13:13:09 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "rotate"]
2022-02-03T13:13:10[] WARNING[libpng warning: iCCP: known incorrect sRGB profile]
2022-02-03T13:13:10[] WARNING[libpng warning: iCCP: cHRM chunk does not match sRGB]
2022-02-03T13:13:10[] WARNING[libpng warning: iCCP: known incorrect sRGB profile]
2022-02-03T13:13:10[] WARNING[libpng warning: iCCP: cHRM chunk does not match sRGB]
2022-02-03T13:13:11[] WARNING[QOpenGLShader::compile(Fragment): WARNING: 0:2: '' : #version directive missing
ERROR: 1:163: 'textureLod' : no matching overloaded function found (using implicit conversion)
ERROR: 1:163: 'textureLod' : function is not known
WARNING: 1:186: 'function' : is not available in current GLSL version texelFetch]
2022-02-03T13:13:11[] WARNING[*** Problematic Fragment shader source code ***]
2022-02-03T13:13:11[] WARNING[#define lowp
#define mediump
#define highp
//Undulating ColumnsMod01.fsh by fizzer

//https://www.shadertoy.com/view/WlXXDH

// Licence CC0

// Adapted, trivialy, for use in VGHD player

uniform float u_Elapsed; // The time elapsed in seconds since the beginning of the scene.

uniform vec2 u_WindowSize; // This is the dimensions of the viewport.

uniform sampler2D iChannel0;

uniform sampler2D iChannel1;
EverthangForever
Joined in Oct 2009
4461 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Everything about iStripper
February 3, 2022, 5044 answers
I have started to pay more attention to
reducing the amount of stuttering movement
of models when a processor intensive shader
is used in a scene.

This occured after a recent WebGL conversion
https://scenes.virtuastripper.net/ET_FractalGarden165.zip
zip size = 5.72 Kb

The stuttered movemnt of the models was so bad
I had to re-edit both the shader and the .SCN
( as below) to make it watchable. To do this..
In the .SCN file:

1. Removed the shader's substrate texture altogether
and replaced that source with a nested quad at the
framebuffer to mount the shader.

framebuffer {
id: myquad01
size: 960, 540
quad {
size: 960, 540 //1920, 1080
hotspot: 0.0, 0.0
pos: 0, 0, 0
shader: fragment, Shaders/Undulating ColumnsMod01.fsh
}
}

2. Reduced the amount of processing required by using
a smaller sized quad (half the size of the original
1920 x 1080 mounting texture). you can go smaller but
the edges of graphics may start to break up.

3. At the sprite node used that same size to declare
the output of the shader as a 'sprite'. This also
allowed me to invert the shader output which I could
not have done if I had applied the shader directly on
a texture in the sprite node.

sprite {
hotspot: 0.5, 0.5
pos: 0, 0, 0
source: myquad01
size: 960, 540
scale: 1.0, -1.0// inverts the previous shader
}

4. Used Z placement of the 3D camera to best fit the shader
'sprite' for the screen rather than re-scaling the 'sprite'

In the shader:
Reduced precision from mediump to lowp

#ifdef GL_ES
precision lowp float;
#endif

By making the above changes, the stuttering became way less
noticeable. The only drawback to removing my 'good old' Beige.png
shader substrate is that slight artifacts are created now whenever
the clipnamesprite or logo become active.