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Ostatnie posty - Strona 1755

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TheEmu
Dołączył: Jul 2012
7424 post(y/ów)

Share your FullScreen - Member Created Scenes here

Wszystko o iStripper
July 6, 2015, 2695 odpowiedzi
I have just uploaded a number of updated zips tp TheEmusNest.eu and the direct links to the updated files are
  • http://www.theemusnest.eu/scenes/Zips/GlslSandbox%20Scenes/GlslSandbox.zip

  • http://www.theemusnest.eu/scenes/Zips/ShaderToy%20Scenes/ShaderToy.zip

  • http://www.theemusnest.eu/scenes/Zips/Experiments/Tunnels.zip

  • http://www.theemusnest.eu/scenes/Zips/TheEmusTunnels.zip

  • http://www.theemusnest.eu/scenes/Zips/TheEmusTransmats.zip
The updates to the GlslSandbox and Shadertoy zips comprise
  • a few newly adapted scenes

  • several shaders have been modified to have transparent backgrounds
    rather than black, grey or white so that you can put clips behind them

  • the shaders I use for the Transmat scenes have been optimised
The optimised shaders have then been used in the Experiments with Tunnels and the Tunnels and Transmats scenes. Previously the Transmat C series were just about as much as my laptop's Intel Integrated Graphics Processor could handle though it was no problem for the NVIIA GPU, but with the optimised versions these scenes are perfectly smooth using either GPU

I have modified the Transmats by tweaking the opacities so that the fire tunnel is less overwhelming and the girls spend a little more time at each destination.

I have also included a new Transmat D set of scenes where an additional effect is seen, this being a set of "echoes in time and space" of the performers which fade in, grow and fade out while the transmat is operating.
TheEmu
Dołączył: Jul 2012
7424 post(y/ów)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Wszystko o iStripper
July 5, 2015, 5053 odpowiedzi
@EverthangForever

In the edit to your previous post you said "I'm wondering if the Complex Functions shader is having difficulty rendering some of the more concentrated iterations."

I assume that you are talking about the result of using the Complex Function shader when using it to distort an image. If so then what you are seeing as "jaggies" are probably due to the finite pixel sizes involved. In principle this could be overcome by using a much higher resolution for the original image - but that is not practical. The problem is exactly that which used to be seen when rescaling any digital image or font, but which is much less often seen nowadays because anti-aliasing techniques are used. It would be a good idea if anti-aliasing were built into the Complex Functions shader, but I do not have it as a high priority on my "to do" list.

Update: What happens when you use a "texture" is that when the shader is determining the colour to use for a particular pixel in the image being generated it determines what point in the texture image corresponds to the pixel in the final image and uses its colour. In general this will not correspond exactly to a pixel in the texture and the actual colour used will be some sort of average over the nearest pixels in the texture. This is done by the GLSL function texture2D.

This works quite well if the texture image is smaller than the image being generated (though a simple minded averaging can lead to a blocky final image) but has problems when the texture image is much larger than the image being generated. In this case two neighbouring pixels in the image being generated may correspond to widely separated pixels in the texture. Because they are widely separated any averaging over neighbouring texture pixels does not help because the two points in the texture are too far away from each other to be neighours.

Strange as it may seem you might actualy get a more smoothly coloured result by using a smaller texture, but of course you then ***** from the lower resolution in those parts of the final image that are not affected by the relative scaling of the generated image and the texture. As I mentioned above probably the best thing to do is to apply an anti-aliasing step to the final image.

Things are, of course, rather more complicated than what I have described, but it gives the gist of the problem.