Thank you so much @EverthangForever. All the scenes work well for me.Thank you @ComteDracula A good outcome
Merci beaucoup @EverthangForever. Toutes les scènes fonctionnent bien pour moi.😊
Is there any way of having a frameBuffer that is not initiated (to black)? Or some other way of storing variables? Or some way of accessing the main fullscreen display as a buffer/texture?
I'm wanting to store information that can be passed from one frame to the next, in order to have an animation that is triggered by the strippers movement. However, this might just be something that is not possible. I want to ask here, before I give up on the idea.
texture
{
id: Feedback
size: 3840, 2160
source: empty/
}
framebufferdo whatever opperations you want to the feedbackbuffers output
{
id: FeedbackBuffer
size: 3840, 2160
pos: 1920, 1080
sprite
{
source: Feedback
}
}
sprite
{
opacity: 0.0 // If only using for feedback you can set to 0.0.
source: modified feedbackbuffer
}
@Wyldanimal & all..Help Please guys, need some help re-coding this scene conversionto allow all (both) the textures to independently show. Currently only oneframebuffer rendered texture 'Sweet2a, 0' ( the stone wall ) is being accepted by the shader..Can someone show the adjustments needed to allow both to to be deployed on our platformso it looks more like the two texture shadertoy example.? Thanks a lot !!https://scenes.virtuastripper.net/ET_FractalGarden901.zipzip size = 739 KbExtract the zip straight to ../scenes folder. Allow merged folders and allow to overwrite any existing same name file
Looking forward to see someone else actually use it.
incl. after the 'void main(void)'
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
vec4 vTexCoord = gl_TexCoord[0];
Note that as from FG901 the shader preamble code has been altered
to allow rendering of more than one sampler2D texture
.I really like what you did btw
with the light & effects in xNon & RandomCave2 etc. Excellent outcomes !!!!!
Major problem is that each time I make a 10 second change to some code and test it... I end up watching the girls for the next 10 minutes . Not an efficient way to work.Sure. No wonder Totem is so strict about getting their weekends off. Imagine going back to that grind
@stripperfan any chance you could post your .scn code, i may have missed something and i can check it on pc.
@stripperfan any chance you could post your .scn code, i may have missed something and i can check it on pc.
texture {
id: Feedback
size: 1, 1
source: empty/
}
texture {
id: logo
source: textures/small_logo_istripper.png
}
frameBuffer {
id: FeedbackBuffer
size: 1, 1
sprite {
size: 1, 1
hotspot: 0, 0
pos: 0, 0
source: Feedback
}
}
// Then use the framebuffer to create a new framebuffer.
// This framebuffer can be modifed.
// (I think this is what you were saying, but I was misunderstanding)
frameBuffer {
id: background
size: 1, 1
sprite {
pos: 0, 0, 0
hotspot: 0.0, 0.0
size: 1, 1
source: FeedbackBuffer, 0
shader: Fragment, shaders/background-color.fsh
}
}
check out the scenes from
@wangxukkk
I see that I have two examples of "cubemap" shaders
Jako darmowy użytkownik programu iStripper, nie możesz odpisywać w tematach na forum ani tworzyć nowych tematów.
Masz jednak dostęp do podstawowych kategorii dzięki którym możesz pozostawać w kontakcie ze społecznością !