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Последние сообщения - Страница 1534

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stefnev1
MODERATOR
Присоединился в Jul 2008
17277 Сообщения
readyforanything
Присоединился в Apr 2011
5037 Сообщения
EverthangForever
Присоединился в Oct 2009
4483 Сообщения

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Всё о iStripper
3 April 2017, 5102 Ответы
HAHa...Looks like Estonika gave him the boot. Yikes 😊
Yes, also tried to post the code you gave me here but was disallowed on both iStripper and web forums.
I don't know what specific symbols are verbotten because I posted earlier lots...very strange hmmm.

Will it work if you post in stages & maybe in quotes:? Edit: No.. Indeed it does not post more than this ~ resistance is futile :-/
// Original obtained from ShaderToy.com
// Adapted, trivialy, for VGHD by TheEmu.

uniform float u_Elapsed; // The elapsed time in seconds
uniform vec2 u_WindowSize; // Window dimensions in pixels

// Use defines here rather than edit the body of the code.

#define iGlobalTime u_Elapsed
#define iResolution u_WindowSize
#define iMouse AUTO_MOUSE

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

// The ShaderToy shaders often use textures as inputs named iChannel0. With VGHD
// this may access a Sprite, ClipSprite or ClipNameSprite image depending on how
// the .scn file declares them.
//
// Note, the name used here does not seem to make any difference, so I have used
// iChannel0 which is what is used by ShaderToy but you can use any name as long
// as it matches the use in the main body of the shader. TheEmu.

uniform sampler2D iChannel0;

// With VGHD the range of the P argument's components of the texture functions is
// 0.0 to 1.0 whereas with ShaderToy it seems that the upper limits are given by
// the number of pixels in each direction, typically 512 or 64. We therefore use
// the following functions instead.

vec4 texture2D_Fract(sampler2D sampler,vec2 P) {return texture2D(sampler,fract(P));}
vec4 texture2D_Fract(sampler2D sampler,vec2 P, float Bias) {return texture2D(sampler,fract(P),Bias);}

// Rather than edit the body of the original shader we use use a define here to
// redirect texture calls to the above functions.

#define texture2D texture2D_Fract

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

// Simple "Automatic Mouse". Simulates scanning the mouse over the full range of
// the screen with the X and Y scanning frequencies being different. TheEmu.

#define MOUSE_SPEED vec2(0.5,0.577777) * 0.2
#define MOUSE_POS vec2((1.0+cos(iGlobalTime*MOUSE_SPEED))*u_WindowSize/2.0)
#define MOUSE_PRESS vec2(0.0,0.0)
#define AUTO_MOUSE vec4( MOUSE_POS, MOUSE_PRESS )

TheEmu
Присоединился в Jul 2012
7424 Сообщения

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Всё о iStripper
3 April 2017, 5102 Ответы
@EverthangForever

I have just sent you my version of IQ's planet shader, I had to do it as three PM's because the software would not let me send it as a single post claiming it might damage their servers, but you just need to concatenate the three parts in a single .fsh file.

So far I have had no success using multiple textures in a single shader. Lezado seems to have done it in the Bikini's scene but when I tried to do the same thing it failed. I have not yet got round to investigating why it failed for me, but its almost next on the list of scene related things I want to do - if I do crack it then there are a whole bunch of utility type shaders I want to add to TheEmuLib.

Your point

It seems the sightest inconsistency with the iStripper fullscreen platform prevents a successful compile.

is well taken. There are at least two sets of problems

1a) Errors in .scn files are rarely if ever reported.
1b) Some of the unreported errors cause the scene not to play, others alow it to play but wrongly
1c) Some of the unreported errors simply cause a line in the scene file to be ignored
1d) Some of the unreported errors get a fix up by providing a default value
... for example if you misspell inoutexpo as inoutexp it gets treated as if you had specified linear.
... or if you type 1, 2 3, 4 instead of 1, 2, 3, 4 it is as if you typed 1, 0, 4, 0
1e) A blank is required after a colon, but not before it, so pos: -100, 0 is OK but pos:-100, 0 is not.

2a) The shader compiler detects and reports errors and these are logged in vghd.log, but whether these error messages are easy to use depends on the shader compiler. When I use my intel internal graphics processor the messages clearly identify the line in which the error was detected and the line numbers reported exactly match the line numbers given by Notepad++, but when I use my NVIDIA GPU the line numbers, though present, are not so clearly identifiable as line numbers and are usualy off by a few lines. This means that I can easily use the log file as a debugging aid when using the intel GPU, but its a real ***** to use with the NVIDIA GPU.

2b) Currently a shader compilation failure does not prevent a scene using that shader from running. Often it is quite obvious that the shader is not running, but equally often it looks like the shader may be running but not quite producing the effect you wanted. Sometimes it is not even obvious that there has been any problem at all.

2c) With the GLSL shader language, like most languages using a C like syntax, it is hard for the compiler to determine the cause of the error which is often many lines away from where the error is detected - e.g. if you accidently omit a closing curly bracket the compiler will only know that something is wrong when it later finds that there is a mismatch between the numbers of opening and closing curly backets - and this may not be apparent until hundreds of lines later. It is possible to do a better job of error reporting for these errors, but it takes a lot of effort to do so and many compilers just report an error where it is detected rather than try to determine a more exact location of its cause. Short of writing a new GLSL compiler there is little that Totem, or anyone else, can do about this as it is a problem with the laguage design. At least shader sources are usualy quite short, I have had cases when using C or C++ when the reported location of an error was thousands (occasionaly tens of thousands) of lines after the actual error - I do not write such large C or C++ sources, but I do use program generators that often output huge C source files.

Totem could do a lot about the first group of errors, those in the scene file, At the very least they could report them and not silently fix any up.

Totem could improve the handling of errors detected by the shader compiler by outputing messages about them to somewhere other than the vghd.log and providing access to it from the GUI. In principle they could improve the matter of the line number mismatch when using the NVIDIA compiler, but that would need GPU compiler specific code and they can't be expected to handle all possible GPU compilers. They could also not run a scene if a shader error was detected, or at least display a "Shader Error" message. There is nothing anybody can do about the aspects of the GLSL language that make error location difficult.
TheEmu
Присоединился в Jul 2012
7424 Сообщения

The latest version of iStripper is out!

Всё о iStripper
3 April 2017, 128 Ответы
@Wyldanimal - I understand that it is a list of "other" cards and how to use it, its just not quite what I would prefer it to be. For doing simple tasks it makes essentialy no difference, but for some other use cases it makes a small but significant difference in ease of use and a rather bigger one in induced irritation. In my case I quite often do use it in a way that is similar to that in which I use a file browser, and in doing so for more than half a dozen clips I often forget which card in the list is the next one that I need to click on.

Let us assume I am in the middle of systematicly working my way through Viola's cards for some reason and that I have just looked at her "Bunny Love" card. If I can't remember which was the next card to click on - which is not so easy when there is a long list, or if what I am doing takes more than a few seconds per card, or if I am interrupted - then it is not a trivial matter to find it. It's not difficult but it's not as easy as it could be. I either have to check the current card's number (which is something you are rarely interrested in) and search the list of other cards until I find were it would fit in (slightly complicated by the fact that the initial letters of the cards' ids are not displayed so the numbers are not monotonicly increasing) or I can click on some other card and look for where the "Bunny Love" card has reappeared. If the current card was included in the list, even if it was not highlighted, then things would be easier because I would be looking for something that was actualy there rather than for something that was absent and if it were highlighted I would not even have to search.

In practice I sometimes resort to work arounds when doing this sort of systematic operation, either by making an external list and ticking cards off when I have "processed" them or by (mis)using a playlist, but it should not be necessary to resort to such things. Resorting to a work araond like this is, for me, direct evidence that something is missing in the provided interface. Its particularly galling because a few releases ago Totem had got it almost right - the only thing "wrong" being that the current card was highlighted by being greyed out.

Also, doing anything via the website is for me often impossible because I am often in situations where I have no web access, or at least none that would not block access to the iStripper site.
TheEmu
Присоединился в Jul 2012
7424 Сообщения

The latest version of iStripper is out!

Всё о iStripper
2 April 2017, 128 Ответы
To expand a little on why not displaying the list of all cards is annoying. I sometimes want to systematicly look at the details of all the cards for a model, and repeat this for several models. If I click of a card for model X, lets say it just happens to be the fifth card of six, then the list of her other cards will be

1, 2, 3, 4, 6

If I now want to systematicaly look at the details of each in turn I click on the first in the list which changes to

2, 3, 4, 5, 6

then to look at the next, card 2, I once more have to click on the first in the list which changes to

1, 3, 4, 5, 6

To look at the next I now have to click on the second in the list which changes the list to

1, 2, 4, 5, 6

To look at each card in turn I need to click on the first, the first again, the second, the third etc. rather than the more obvious first, second, third, fourth...

Also currently I need to remember which is the last one I clicked or else check the current card's details and then work out which is the next that needs to be clicked. If the current card was shown in its natural place in the list but highlighted in some way then all I would need to do is click the one after the highlighted one. Even Windows explorer gets this right.

This is also made more awkward than it need be because clicking on any card closes the list of cards so I actualy need two clicks in what can be quite widely separated parts of the screen just to go from one card to the next, but at least the card order doesn't seem to change.

It is not often a problem when just looking at the cards for a single model but for a few like Viola have such a large number of cards that it is easy to loose track of just where in the list you have got to. And it gets a bit irritating when systematicaly going through the cards for a lot of models, or if what you are doing takes more than a few seconds per card as this also makes it easy to loose track of where you have got to.

These are rather ***** things but little details like this can make a significant difference to the ease of use of the interface for some kinds of operations even if they are barely noticable when just looking at the odd card or two. If they are simple to change then I hope they get changed relatively quickly.
pumpdude48
Присоединился в May 2016
2259 Сообщения
converse
Присоединился в Aug 2009
78 Сообщения

The latest version of iStripper is out!

Всё о iStripper
2 April 2017, 128 Ответы
Dear Rex!

As I said many times, what is specific for your software, what is great about it, is this combination of feminine beauty combined with the grace of dance, with the girls dancing on the computer screen, under the viewer's favorite music.
That make you special, that made your company and your software famous and brought so many clients.

That is awesome, and I, as a lover of beauty and feminine grace, love this software and have invested many thousands of euros in him, over the years. This software runs in the same time on all my computers, in each office at the headquarters of each company where I work, with all of my favorite cards purchased for each of them. This is my main account, older one, but I have three accounts, to cover all my specified computers.
In many parts of the world this money can buy a house, a car or both, or a large family can live a year or more.

I believe that even in commercial terms is a mistake to go increasingly more to the porn, because you get out from your special area, where you are unique and extraordinary, and go to a territory of banal any type of pornography, that is full on any broadcast environment.
I note with great concern that wonderful performances that I know and love from many years ago, by 2009, since I rediscovered you, disappear increasingly more suffocated by more and more pornography. This is detrimental of eroticism and beauty - which is your specialty. Under the pressure of some of your customers, few but noisy, that require that, but also from your desire to sell quickly, disappeared almost completely from any card all clips where girls dance to the finish with a minimum of clothes. No Nudity clips, respectively.
These kind of clips remained only for demo clips, and now I understand that even in the demo clips girls will undress.
It doesn't seem to matter how graceful can dance the girl, but how fast can undress, how wide can (and want) to open her legs and how deep can insert his fingers into the vagina.

Sorry, but I'm increasingly disappointed.
And sorry, but I decided to write this here, in your attention, because I hope you will read this. I also wrote that in a message, some time ago, but I got the response you did not read the messages.
And I want to be known and the opinions of others, not just those who ask insistently for more and more pornography in iStripper cards. In my opinion, it is enough to do this in XXX collection, leaving iStripper collection for dance, strip-dance, beauty and grace.
Also, sorry for my english, but isn't my native language, and I hope I made fewer mistakes and you can understand exactly the idea I wanted to expose.

All the best!
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