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Derniers messages - Page 275

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TheEmu
Inscrit en Jul 2012
7424 message(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tout sur iStripper
23 January 2023, 5056 réponses
The ways I have seen for getting random numbers for use in shaders are

    1) Use a texture that consists of random noise, use the elapsed time to select a point within that texture and then either use the value of the corresponding pixel or some function of it as a random number. At first sight you might think that this would create the same sequence of values each time but there is enough variation in the "start-up" time for a scene to overcome this predicability.

    2) Just use a complex function of the least significant digits of a high multiple of the elapsed time. Or of the fractional part of such a function.

    3) Use something based on a random selection of a texture from a folder full of textures and name this foder rather than a specific texture in a Texture: statement in the .scn file.

    4) Instead of a random image use a randomly selected clip as the source of the texture used by the shader. This way you can expand the selection of random textures to include your whole iStripper collection.


These all boil down to one of

    1) Use a randomly selected image of some sort as your source of randomness

    2) Use the least significant bits of the elapsed time as your source of randomness. The variability of a scene's startup times and timing jitter when running stop this being predictable.

Or you can combine them.

Then use a function to amplify that randomness. For use in iStripper scenes you do not need a high grade random number generator.

If you want to generate a whole series of random numbers for a single output image then you can use the pixel co-ordinates as inputs to the "randomness amplifier".