@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.
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
}
}
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