@Philours - Again, thanks @EverthangForever. These 6 new scenes compile at my house too👍
As @ComteDracula points out, scene 159 is jerky as is scene 118. I like those swing clips😍
I was wondering if such a scene with only one model could not run more easily on our pc?
clipSprite {
pos: -700, -495, -140 //pos: -400, -495, 0
source: Left //<---------change source name to xLeft
standingHeight: 655
scale: -1, 1, 1
resolution: 20
opacity: 1.0
//animate: 42.0, pingpong, outinexpo, pos, 800, 60, 260
animate: 42.0, pingpong, outinbounce, pos, 800, 60, 250
}
stutter verb
stut·ter | \ ˈstə-tər \
stuttered; stuttering; stutters
Definition of stutter
1: to speak with involuntary disruption or blocking of speech (as by repetition or prolongation of vocal sounds)
2: to move or act in a halting or spasmodic manner
You made me take my first steps in programming @EverthangForever
Vous m'avez fait faire mes premiers pas dans la programmationN'écoutez pas @Philours, il n'est pas débutant comme il le prétend. Il veut juste se fondre dans la masse pour paraître des plus normaux.
#ifdef GL_ES
precision highp float;
#endif
#version 140
#extension GL_EXT_gpu_shader4 : enable
Do you see the stage logo appearing at the bottom right, on the FG165WA stage?
logo: Info/small_logoFractalgarden165.png <-----Logo for FG165
minVersion: 1.2.0.80
are you talking about something else?
changed line 27 -29 to
#ifdef GL_ES
precision highp float;
#endif
#ifdef GL_ES
precision highp float;
#endif
vec4 scene(vec3 p)
{
vec4 res = vec4(0, 0, 1e4, 0);
//res = u(res, piece(p, vec2(0), -.2, 13, .5, 1.));
//res = u(res, piece(p, vec2(1.5, 0), -.0,9, .2, 1.));
res = u(res, piece(p, vec2(-.7, -.9), -.0, 8, .3, 1.3));
//res = u(res, piece(p, vec2(-1.5, .1), -.5, 5, .8, 2.));
//res = u(res, piece(p, vec2(.5, .7), -.05, 12, .2, 1.));
res.z = min(res.z, p.y);
return res;
}
vec4 scene(vec3 p)
{
float vt = 4 * fract(iTime/100) + 1. ;
vec4 res = vec4(0, 0, 1e4, 0);
res = u(res, piece(p, vec2(.4, 1.2), -.05, 11, .2, vt/2.));
res.z = min(res.z, p.y);
return res;
}
#version 140
// for iStripper by WyldAnimal
// ##################### GL_ES_TEST ##############################
//
// lets test if we are using GL_ES
// the color of the background will be set Green if Yes, Red if not
//
#ifdef GL_ES // If it is GL_ES then
vec3 Bkg_Color = vec3(0.,1.,0.) ; // make the background GREEN
#endif
//
#ifndef GL_ES // If it is NOT GL_ES then
vec3 Bkg_Color = vec3(1.,0.,0.) ; // make the background RED
#endif
//
// ################### END GL_ES_TEST ###########################
void main(void)
{
gl_FragColor.rgb = Bkg_Color; // solid
gl_FragColor.a = 1.0;
}
// GL_ES test Scene by: WyldAnimal
// place in same Scene folder as the original
// Single Model in front of solid background
texture {
id: Logo
source: Small/iStripper.png
}
//####################### GL_ES_TEST ############################
framebuffer { // hi resolution display
// size = 1920 x 1080 divided by 1 = 1920 x 1080
id: background
size: 1920, 1080 // Size
quad {
size: 1920, 1080 // Size same as above
hotspot: 0.0, 0.0
shader: fragment, Shaders/GL_ES.fsh
}
}
//#################################################################
clip {
border: 2 //WA: reduce border
id: MainClip
deny: top
}
camera {
type: 3D
angle: 45
pos: 0, 0, 1240
target: 0, 0, 0
Sprite { //WA: using frame buffer in place of on the fly background creation
source: background
pos: 0, 0, 0
hotspot: 0.5, 0.5
size: 1920, 1080 // Same Size as framebuffer above
}
clipSprite { //WA: BBox
pos: 0, 480, 1
standingHeight: 750
sittingHeight: 750
source: MainClip
scale: -1.0, 1.0, 1.0
}
Sprite { //iStripper Logo
pos: -880, 400, 1
scale: 0.25
rot: 0, 0, -90
hotspot: 0.5, 0.5
source: Logo
}
}
Als ein Gratisnutzer von iStripper bist du nicht berechtigt Beiträge zu schreiben oder neue Topics zu starten.
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