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Durars mensajes - Página 1766

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EverthangForever
De em Oct 2009
4469 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tudo sobre iStripper
May 22, 2015, 5053 respostas
You too Number6...lol.. it a great playground for experiments now thats for sure.

Yes @Theemu, thats exactly what I was trying to say. & as usual, you put it so eloquently. The framebuffer with an id 'tunnel' now allows the random sprite to be rendered as well as manipulated by animate clauses, just as though it was a normal sprite being declared in a SCN file with animate clauses.

If the VGPlayer really does have a 'mastershader' somehow built into it with our SCN parameters acting like uniform calls to it, then introducing other shaders to it via framebuffers and quad nesting really opens up the scope for creativity here. I previously ran co-incident shaders together on the one SCN, in say FractalGarden015 I ran 2 Shaders: Alexander Alekseev's SeaScape.fsh on the bottom half and Chapter9's Simple Wobble.fsh on the top half. It would have been amazing by cascaded quads and opacity animations say, to have been able to blend (time slice) the effects over 2 channels...thats why I asked about Totem opening up more Channels like WebGL has 4 or so incl. mouse, sound, etc.. we have just the one at this time.

I like experiments in direction (camera target ?) animation also. like in Reinder Nijhoff's Venice and Wolfenstein where he pans over a wide scene and changes direction of apparent movement according to (random or feature oriented) changes of camera targeting. That lends itself to lots of possibilities with our scenes like the recent catwalk approach illusions with 'distance reducing' models that yidincrete did..could be made zig-zag etc.
Just thinking out aloud here..this advance in "Tunnel A" today alone is totally amazing. Thank you so much @Emu@Wyld et @Lezardo ~ our rockstar coders !!.

TheEmu
De em Jul 2012
7424 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tudo sobre iStripper
May 22, 2015, 5053 respostas
@EverthangForever. Is this the sort of thing you were thinking of. Its a small modification of my

TheEmu = Experiments with Tunnels A - A1 - 001 - Active - shape=(0.0,1.0).scn

which is now called

TheEmu = Experiments with Tunnels A - X1 - 001 - Active - shape=(0.0,1.0).scn

I have not uploaded it to the nest yet, but you can copy it from here.

The differences are

1) The generation of the tunnel is now done into a frame buffer
2) The sprite that used to generate the tunnel now uses the new framebuffer as its source

This allows an animate clause to be used in the sprite to rotae the tunnel.


////////////////////////////////////////////////////////////////////////////////
// License: Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
////////////////////////////////////////////////////////////////////////////////
//
// Description to be provided
//
////////////////////////////////////////////////////////////////////////////////

text : TheEmu = Experiments with Tunnels - 00 - Description.txt

////////////////////////////////////////////////////////////////////////////////

texture {
id: TunnelWalls
source: Images
}

clip {
id: Clip
deny: table, top
}

framebuffer { // Generation of tunnel walls now done into a famebuffer
id: Tunnel
source: TunnelWalls
pos: 0, 0
hotspot: 0.5, 0.5
size: 1800, 1800
uniform: shape, vec2, 0.0, 1.0
uniform: speed, float, 0.1
uniform: fade, float, 2.0
uniform: zScale, float, 2.0
uniform: tileScheme, int, 1
shader: fragment, Shaders/TheEmu - Tunnel A.fsh

}

camera {

type: 3D
angle: 45
pos: 0, 0, 1080
target: 0, 0, 0

sprite { // Tunnel walls now generated in a fame buffer, so we can rotate them
source: Tunnel
rot: 0, 0, 0
animate: 30, loopforward, linear, rot, 0, 0, 360
}

clipSprite {
pos: 400, 430
standingHeight: 500
source: Clip
}

clipNameSprite {
pos: 400, 430
scale: 0.5
hotspot: 0.5, 1
source: Clip
}

}