Age Verification
This website contains age-restricted material including nudity and explicit content. By entering, you confirm being at least 18 years old or the age of majority in the jurisdiction you are accessing the website from.
I am 18+ or older - Enter
I am under 18 - Exit
Our parental controls page explains how you can easily block access to this site.

Durars mensajes - Página 1799

  Fórum

HombreSinSombra
De em Oct 2010
6382 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tudo sobre iStripper
January 23, 2015, 5053 respostas
@Beast: Thanks for that! It REALLY changes it up a notch at resolution 200! (I also spotted a size error on my part in your post... Should have been 1920 x 1080 not 1800 :/ Oops.)

@No.6: I downloaded your Fracadelics last night and I love the floating disc ones! I'll check again now to see if there's a problem on my system with 12064...

Edit: Yup. Same thing happening here. I tried 14, 15 and 16. The same fractal image is used on all parts of the scene. When I just selected the same scenes again, the image changed but repeated the same image in all parts again. Weird!

In Alexisg's post, he notes the features and bug fixes. I don't know how to access the software code but this could possibly be the culprit:

Feature #594: fullscreen: uniforms in scenes.

No clue how this affects a scene as I thought uniforms were only in shaders?

Update: I just tried specifying 3 different fractals in your scene 14, ie:

texture {
id: Background 1
source: Fractals Round/Fractal_07_round
filter: linear

texture {
id: Background 2
source: Fractals Round/Fractal_12_round
filter: linear
}

texture {
id: Stage
source: FractalsRound/Fractal_15_round
}

Each time I played a new clip, it played only the fractal in Background 1. I then switched the source images around and each time again, it only played Background 1 source image.

Next test, rename the Id's! ...




Stop the press... Found the problem. You missed a closing bracket on Background 1 in scene 14.

clip {
id: Centre
deny: inout, accessories
allow: pole
nameGlowColor: 0, 1, 1
}

texture {
id: Background 1
source: Fractals Round/
filter: linear
}
this one :/







texture {
id: Background 2
source: Fractals Round/
filter: linear
}

texture {
id: Stage
source: Fractals Round/
}

camera {
type: 3D
angle: 45
pos: 0, 0, 1300
target: 0, 0, 0
ambient: 0, 0, 0

// The background


Edit: You obviously copied and pasted the code in 14, 15 and 16 as they all were missing the same closing bracket on Background 1 texture. It all works fine for me now.

As Beast is always telling us, watch those closing brackets! Hehehe :)
Wyldanimal
MODERADOR
De em Mar 2008
17185 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tudo sobre iStripper
January 22, 2015, 5053 respostas
Thanks TheEmu for detailing this so more members can understand it.

We've always had use of a texture / Channel as an input to the Shader.
I thought it was understood that it was the last image used in the Scene prior to the shader..

What we don't have is Multiple channels, that I have been able to find..
and while it's not a deal breaker, I've just skipped over any shader that used more then one input channel.

Lezardo used an example of it here:
http://www.virtuagirl.com/forumPost.php?&foId=3&ftId=27449&pageNb=9#post460460

and use it in the fragment:
varying vec2 myVar[5];
(...)
void main()
{
highp vec4 sum = vec4(0.0);
sum = texture2D(texture0, myVar[0]) * 0.2270270270;
sum = texture2D(texture0, myVar[1]) * 0.3162162162;
(...)
gl_FragColor = sum * gl_Color;
}

and way back in the Beginning
Totem included it in this one as well.
part of the Perforations Shader
blur.fsh

uniform sampler2D texture0;
varying vec4 gl_TexCoord[];
varying vec4 gl_Color;

const float blurSize = 1.0 / 1024.0;

void main(void)
{
vec4 sum = vec4(0.0);

vec4 vTexCoord = gl_TexCoord[0];
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y - 4.0*blurSize)) * 0.05;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y - 3.0*blurSize)) * 0.09;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y - 2.0*blurSize)) * 0.12;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y - blurSize)) * 0.15;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y)) * 0.16;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y blurSize)) * 0.15;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y 2.0*blurSize)) * 0.12;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y 3.0*blurSize)) * 0.09;
sum = texture2D(texture0, vec2(vTexCoord.x, vTexCoord.y 4.0*blurSize)) * 0.05;

gl_FragColor = sum * gl_Color;
}



I really , really would like Music input..