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Ostatnie posty - Strona 321

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celine
EKIPA
Dołączył: Sep 2007
8099 post(y/ów)

Oct. 28 - Thank God It's Friday

Wszystko o iStripper
October 28, 2022, 0 odpowiedzi
Thank God It's Friday ! Three days away from Halloween 2022!!!

Here are the releases you enjoyed this week:
  • Yenifer Chacon in her sexiest black lace lingerie for Dentelle Noire
  • if Ariela Donovan goes back to university in this outfit, heart attacks guaranteed
  • First release of Lottie Magne, soooo perfect in the famous chess show's cosplay named Teen's Gambit
  • How would you react if Ana B was your neighbour ? Check it out Downtown Girl
  • In VR 180 las week, Kylie Green now appears on your desktop in Alerte Rouge !
  • Super ambitious and arousing show of Milena Ray: Bosun's Knot
  • Erin Pink in leopard and high boots! A MUST-HAVE : Spot The Boots



And on mobile :
  • Stefany Kyler and her Sweetest dress
  • Lottie Magne, our chess queen
  • Paola Hard featuring Mei




And in VR 180:

La grande et sublime Yenifer Chacon is waiting for you in your headset! Get ready for the heaven!!!

https://www.istripper.com/vr180/detail/f2aaf5322224a2fb



Halloween Slot Machine!

Happy Halloween! For the occasion, the slot machine "el dia de los muertos", is back online!

Let me remind you how it works :
Spin for 1 credit and get 5% to 50% discount on the cards drawn
Spin for 2 credits and get 10% to 60% discount on the cards drawn
Spin for 3 credits and get 15% to 70% discount on the cards drawn
Spin for 4 credits and get 20% to 80% discount on the cards drawn
Spin for 5 credits and get 20% to 100% discount on the cards drawn

You can also directly max bet by clicking the button 😜

PLUS: Win FREE credits when you see a symbol on the line drawn:
If you spin 1 credit:
1 symbol makes you win 1 credit
2 symbols makes you win 5 credits
3 symbols makes you win 50 credits
4 symbols makes you win 1 000 credits
And you multiply the number of credits you win if you spin for 2 or 5 credits!!!

Enjoy!😍
lukaszr
Dołączył: Dec 2007
1736 post(y/ów)

Preview Downloader

Wszystko o iStripper
October 28, 2022, 27 odpowiedzi
Apparently, there were some changes to the iStripper server recently. As a result of these changes, Preview Downloader stopped working (no files were downloaded). Here is the new version of the script that fixes this problem. If you use Preview Downloader to download free previews of iStripper shows, you should definitely download a new version of this script.


Download Preview Downloader 1.2 from here:
https://www.isworkshop.eu/index.php?p=preview_downloader



In addition to fixing the above-mentioned problem, there were some additional significant changes to the Preview Downloader script:

    • added support for ID ranges - the script always allowed to define your own list of identifiers of cards whose free previews were to be downloaded. In the latest version of the script, creating a list of identifiers is even easier thanks to the possibility of defining ranges. If you want to define multiple identifiers, you no longer need to specify each of them separately. Just use the range. More on this in the manual included with the package.
    • added support for playlists (.vpl files) - if you have a playlist and you want to download free previews of the shows on it, you can use your playlist as a source of identifiers. You don't need to create a separate text file with the identifiers. More on this in the manual included with the package.
    • installer removed - the existing installer was not very intuitive and not very attractive, so it has been removed. Now the script installation is as easy as extracting the contents of the ZIP package to the selected directory.

If you have used Preview Downloader before and would like to install the new version to the same directory, it is highly recommended to remove the older version of the script first, because the directory structure has been completely changed and it has no automatic installer anymore.
TheEmu
Dołączył: Jul 2012
7424 post(y/ów)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Wszystko o iStripper
October 24, 2022, 5053 odpowiedzi
@Z22

Sure, that works as intended.

But if you omit "uniform: some cak, float, 1.0" from the second then it will be as if you had specified "uniform: some cak, float, 0.1" rather than "uniform: some cak, float, 0.0" (its default vaue) which is what you would get if you had omitted both of the uniform: causes.

Not much of a problem if you always fully define all inputs to each instance of a shader, but even then it complicates maintenance and incremental development both of .scn files and of shaders because changing something in one place may need to have a different modification made elsewhere.

As a simple case consider your example as a starting point. Now modify the shader to optionally use a second uniform which could properly default to a value of zero but which you want to have a non-zero value for one of your uses. You will have to specify the uniform in both of the scene nodes in which you use the shader. Not much of a problem for this simple case, but much more of a nuisance in complex scenes where the two instances may be hundreds of lines apart in the .scn file.

In complex scenes altering the order in which the nodes are declared can, and often does, affect the values of uniforms seen by the shaders unless every uniform used by each shader is explicitly declared in each node that the shader is used in. Some of my shaders use a significant number of uniforms to provide optional parameters and having to reset them after using one with a non-default value is a ***** - especially if I am only doing so for debugging purposes.

It also means that you can test two pieces of the .scn file in isolation, find that they both work as expected, but that when combined one of them is no longer producing the expected result.

The problems arise because in the code processing the ,scn file (not in the code running the shaders) there is effectively a global variable for the uniform. This means that local changes have ramifications outside their natural scope and need to be "corrected" somewhere else in the source.

Note, this also results in user defined uniforms behaving differently to system defined ones such as gl_Color. For the latter any changes made to them in the .scn file (via color: or Opactity: clauses) are local to the node in which the change is made.

Note also, for me all of this is no more than a nuisance. I know what the potential problems are and how to avoid them (and I can recognise them when I make a mistake). But for others, particularly those with little or no programming background, there can be real difficulties in understanding why changing one thing in a scene can have a large effect on something else that is apparently unconnected with it. This will be especially so if two different shaders, doing completely different things, just happen to have an input parameter provided by a uniform with the same name.