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Scorsos mensajes - Pagina 1743

  Forum

BJlover
Da In Apr 2014
901 post(s)

converting iTunes song to virtual girl

Tutto su iStripper
September 10, 2015, 35 risposte
@jununger

From the same link (Italian TOS):

SICUREZZA DEI CONTENUTI
Lei accetta di non violare, aggirare, compiere il reverse engineering, decompilare, disassemblare o altrimenti alterare alcun componente di un Dispositivo di Sicurezza - o di tentare o assistere un’altra persona nel compiere questi atti. Nonostante quanto possa essere previsto da altre condizioni, Le è consentito di masterizzare Prodotti iTunes audio su CD, nei limiti previsti dalle Regole d’Uso. Le Regole d’Uso possono essere controllate e monitorate da iTunes per verificarne l’osservanza ed iTunes si riserva il diritto di far osservare le Regole d’Uso senza alcun preavviso.

Translated by Google:

​​​CONTENTS SECURITY
You agree not to *****, circumvent, do the reverse engineer, decompile, disassemble or otherwise alter any component of a safety device - or grope or assist another person in performing these acts. Despite what can be expected from other conditions, it is only permitted to ***** audio iTunes Products to CD, within the limits set by the Rules of Use. The Usage Rules may be controlled and monitored by iTunes to monitor compliance and iTunes reserves the right to enforce the Usage Rules without notice.

So, is perfectly legal ***** a CD from iTunes.
And so, is perfectly legal convert a CD in mp3 tracks for personal use (therefore also for use in VG).
Infact, a ***** CD is comparable to a commercial CD, and the mp3 conversion is always legal for personal use. Apple can control the contents into the iTunes software, not on the CDs (***** or commercial) you have...
EverthangForever
Da In Oct 2009
4469 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tutto su iStripper
September 9, 2015, 5053 risposte
@number6
Hi, thats good news !! At least your RADEON R7 260X http://www.amd.com/en-us/products/graphics card is working this shader. By the jerking I suspect its limitation is its multithreading capacity. The NVIDIA GTX 660 has less multithreading capacity than the GTX 660ti (which is why I upgraded my rig from the standard gtx card spec. to ti ) and that may also explain why @HSS was having problems earlier with some multi-texture SCNs on his GTX 650, and OMG yidincrete with his GT 640m cannot report because still trawling thru Windows10 nightmare land..good luck with drivers :-/.

Ok for extra nerdy fun, when I return from break, I will be putting some hopefully useful tips & tricks I've been using recently for debugging any shader codes. eg:

1. line numbers on shown VGPlayer's debug screen are a combination of Scene (SCN) file-called code lines & shader lines,. A further complication is that empty code line spaces may or may not be counted by debug reports. If you want to know WHERE you are looking in the Notepad++ code using the VGdebug report, try guessing where it is in Notepad++ , and then place a string like 'wtf' on a line resave and rerun the scene. Then review your shader code again & count lines up or down from there. Don't forget to re-edit & resave the shader back again after ;-)

In this case you can see running with 'wtf'..its actually on VGdebug's line 57 not 52...
ie: Debug will report 'wtf''s line location as read by the VGPlayer.

Edit: @Number6 try stroking off the two shader calls in the SCN framebuffers @lines 39 & 44, and see if that affects the jerking. I think those calls are redundant there anyway.
Also wrt the sparklies..@TheEmu explained on page 24, three posts down, how GPU's deal with textures so if you have lots of detailed discontinuities of contrasting colors the averaging effect pixillates blockiness. Best fractals to use in animated scene files like these, will obviously then be lots of open gradients and limited small filigree :-)
Number6
Da In Oct 2010
3614 post(s)
EverthangForever
Da In Oct 2009
4469 post(s)

Share your FullScreen - Member Created Scenes here

Tutto su iStripper
September 8, 2015, 2695 risposte
----------------------------------
Partly inspired by stalled tiling & multishader attempts, here is a final update for the high-end GPU Test bench before going to complete my holidays. A few things needed doing :
~ new floating stage with tinted glass floor
~ Texture hotspots have been unified to all as 0.5, 0.0
~ SCN includes coincident use of one fsh mod blending two textures.

AnotherTunnel_shadertoydotcom_BoyC_TheCave_MsX3RH_ETModGo1.fsh is used on sampler2Ds to render a few of Number6's outstanding JPG fractals collection.' Another quad nested FSH uses yidincretes beach2 texture, to show through at the non-seamed areas of the Labyrinth. Yidincrete's texture is good for that because its almost like a greyscale pic and the distinct rich brown-soft gold texture contrasts well with most of Number6's collection fractals.

I've demonstarted using both jpg and png quads (yes I know transparency.jpg is an oxymoron jiji ;-)) to mount the shader twice hoping lack of extra transparency calculations may lower the load on GPUs. Ive reversed the texture selections also to compare effects, and alternated the Surface_texture sample sizing. There may be a bit of shudder in the foreground on some GPUs which you can ameliorate using the TheCave's line 51 float time=iGlobalTime/20.37+43.63; if you need to.
This updates previous LabyrithBTest, without overwriting any SCNs. zip is 24.7 MB

Its experimentally oddish but it all compiles ok on your VGHDPlayer..Good luck with the modding & pls share any of your efforts no matter how small, for others to experiment ongoing with in the forum. Thanks a lot ;-)

scenes.virtuastripper.net/ELECTRICAveNewLabyrinthCTest.zip

Edit: Update 10th Sept 15

Repeated the Labyrinth C05 - C11 series but with a BoyC shader adjustment called ~Go2.
TheCave shader 'Go2' ammendment, now includes lighting via Go1's previously stroked out shader code line 182 :182 lp=Position3D(time+0.3,lighta,lightb,lightc,lightd);

Also I have stroked off the redundant shader calls in the frame buffers just for this D series alone to see if it runs better on earlier GPUs.
No files are replaced by this update EXCEPT Labyrinth C08 which had a missaligned sprite. Assumes previously installed Labyrinth files (above) in order to run. Zipsize = 22.0 Kb

scenes.virtuastripper.net/ELECTRICAveNewLabyrinthDTest.zip
EverthangForever
Da In Oct 2009
4469 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tutto su iStripper
September 5, 2015, 5053 risposte

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 !!