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Scorsos mensajes - Pagina 241

  Forum

Wyldanimal
MODERATORE
Da In Mar 2008
16846 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tutto su iStripper
January 27, 2023, 4993 risposte
Humm,
It's been quite a satisfying journey..
I went back to the beginning and re-read many of the posts.

it Started a little before this Post.. But this was the Beginning of the Scenes as we know them..
https://www.istripper.com/forum/thread/21580/1?post=342285

I had dove in to the prior Screen Saver offerings and figured out how to customize
the existing offerings by making up my own set of assets and packaging them up.

When REX introduced this New Strip Club concept.
I didn't want to lose my Ability to customize the Screen Savers.

Totem not only accommodated my input, but went above what was previously possible.
https://www.istripper.com/forum/thread/21580/1?post=342379
and the demo videos
https://www.deskbabes.net/files/stripclub/Demo-002-Desktop.m4v
https://www.deskbabes.net/files/stripclub/Demo2-Desktop.m4v

I've been doing custom Screen Savers for VG longer than I can remember...
https://www.istripper.com/forum/thread/21580/1?post=354832

And the rest began here
The 1st Release of the NEW FullScreen Scenes
https://www.istripper.com/forum/thread/27389/1?post=427152
Man, I couldn't wait to Dive in a Figure out how it all worked...
So I did, and I made my 1st Scenes and Made notes
and in a matter of hours I wrote a Tutorial
and then shared what I learned through trial and error

https://www.istripper.com/forum/thread/27410/1?post=427679

Some Crazy suggestions: wish we got these...
https://www.istripper.com/forum/thread/27439/1?post=428220

It's just nice to look back and see a community that creates and shares and inspires others...

Keep Creating, Keep Sharing, Keep Inspiring others to join the Journey!.
Dorsai6
Da In Apr 2013
3459 post(s)

Login Problem

Spazio nuovi utenti
January 26, 2023, 23 risposte
@aljey

One item at a time.

No, I don't know how to read the preference file actually.

OK. Here's how I do it. There may be other ways.

1. In Finder, old down the option key and open the Go menu. You will see a menu choice "Library." That choice only appears when the option key is down. Select it. This will open the Library folder as a window on your Mac.

2. In the Library folder you will find a Preferences Folder. Open that.

3. In the Preferences Folder you will find com.totem.Vghd.plist . Open that. This will probably cause your Mac to install the Apple XCode package. This is a free development library that includes a plist reader. It may take a few minutes to install XCode and you will probably have to give permission more than once. You may have to open com.totem.Vghd.plist a second time after XCode is installed.

4. Once Xcode is open you will see a window showing the contents of com.totem.Vghd.plist. There are lots of interesting items there. Scroll or use the Find command to find system.ModelsPath This is the path iStripper will use to find your models folders. Note that this is a UNIX path name using /, not a Mac path name using :. iStripper allows more than one, but I only use a single path and I don't know what a multi-path entry looks like. You can edit and save this, but see below. NOTE: Some of the key's shown have no effect on the Mac.

The article on nethack.ch referred to above does not seem to be about iStripper specifically, is it?

No, it's about the way the Mac OS manages preference file data. I just read that article. I've never seen it before and it explains some things I discovered on my own.

Originally, the preference file contained live data. If you change data in the preference file it had an immediate effect on the application using that data.

At some point, probably for performance reasons, Apple changed things. Applications now copy the preference data into a cache and work with what's in the cache not what's in the file itself. This means that changes to the preference file are ignored by the running application. However, there are AppleScript changes that will update both the data in the file and in the cache. I've used them, but sometimes the results are surprising and sometimes they have no effect.

I later discovered that the cache data is not flushed when an application quits. If the application is reopened and the cached data is still present the application may ignore the preference file.

The iStripper application will update its preference file when the application closes, but never before that.

So, I only revise the iStripper preference file when iStripper is not running at all. That means QUIT iStripper as your first step. Closing the window is not enough. Once I have saved my changes to the iStripper preference file, I reboot my Mac. I do this because, in the past, I discovered the cached data overrode my preference file changes. This may no longer be necessary, but I always reboot just to be safe.

@Wyldanimal and @Nebal

I believe that all applications since OS 10.13, Mojave must be 64 bit. I found the following at https://developer.apple.com/news/?id=12012017a

64-bit Requirement for Mac Apps
December 1, 2017
As a reminder, new apps submitted to the Mac App Store must support 64-bit starting January 2018, and Mac app updates and existing apps must support 64-bit starting June 2018. If you distribute your apps outside the Mac App Store, we highly recommend distributing 64-bit binaries to make sure your users can continue to run your apps on future versions of macOS. The last macOS release to support 32-bit apps without compromise is macOS High Sierra.


I hope this helps. I'm happy to answer questions or provide more details if needed.
TheEmu
Da In Jul 2012
7424 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tutto su iStripper
January 26, 2023, 4993 risposte
Just needed to add this:

#define texture2D texture2D_Fract

(Whatever that is)

That is a pre-processor directive that defines a simple text macro substitution.

It causes any use of the name "texture2D" that is encountered later in the source fle to be replaced by "texture2D_Fract"

texture2D_Fract is a locally defined function that is used as a wrapper around the standard GLSL function "texture" that uses only the fractional parts of the position coordinates, P, passed to it to identify which point is being sampled.

The result of the standard GLSL function texture() is only defined when both coordinates are in the range 0.0 to 1.0 (actually I think the condition might be greater than or equal to 0.0 and less than 1.0 which would exclude 1.0 from the valid range). How the function behaves when fed values outside of this range is implementation dependant, some clamp the values so that any out of range value is treated as either 0,0 or 1.0 while others discard the integer part of the value and just use the fractional part. Using texture2D_Fract either directly or via texture2D macro ensures that the second of these variations is used. This means that "wrap around" semantics are used for out of range values.


Some history. The texture2D() function is an old, deprecated, part of the GLSL language having been superceded by the newer texture() function. By defining a macro near the start of the shader source file we can effectively replace all uses of the deprecated function with the newer function without having to edit the body of the shader. At the same time this macro also eliminates the ambiguity as to what happens if the function is passed an out of range value for the texel position (I can say this with certainty as I was the person who introduced this way of using macros to adapt shadertoy shaders for iStripper - for example on my system the texture() function clamps the position coordinates but quite a few of the shadertoy shaders assumed wrapping semantics)