Discussions for Scenes for Version 1.2.X Fullscreen Mode here
Tutto su iStripper
November 17, 2016, 5087 risposte
@DANO70..speaking of 'dummies'..
Don't use the quad parameter..Instead use sprite
however you need to then provide a substrate
dummy transparent texture covering the area involved
to render the shader onto.
eg:
//to construct a shader substrate using framebuffers
texture {
id: Dummy
source: ETImages/Transparency.png //path to any transparent texture at or below the .scn file level in your PC
}
framebuffer {
id: DANO70isNODUMMYhehe
source: Dummy
shader: fragment,shaders/Sparkle.fsh
}
camera {
type : 3D
angle: 45
pos: 0, 0, 1080
target: 0, 0, 0
sprite {
source: DANO70isNODUMMYhehe
pos: 0, 0
hotspot: 0.5, 0.5
size: 1920, 1080
} // * //
@Emu mentioned somewhere that it is a peculiarity of iStripper player
that it renders some shaders upside down so we have to invert them using
framebuffers. btw..don't be scared of using shaders like sprites
when you have to...Just mount em on a trans surface in the 3D space
//* You can still nest their closing bracket around other things that you have going on
or add an enclosing quad below the camera code later 😊
Note, with framebuffers thus, you can chain them sequentially assigning ID's
and sourcing those into subsequent framebuffers when ever you need invert shaders.