spriteas i can delete a bunch and the scene looks the same. in fact all of this type above these coordinates.
{
source: Texture
size: 129.585367822521, 1500
pos: 4990.13364214136, 0, 313.95259764657
hotspot: 0, 1
scale: 2, 2
rot: 0, -93.6, 0;
shader: fragment, Shaders/Generators Redux.fsh
}
sprite
{
source: Texture
size: 41.2682932795517, 1500
pos: 4990.13364214136, 0, 313.95259764657
hotspot: 1, 1
scale: 2, 2
rot: 0, -93.6, 0;
shader: fragment, Shaders/calgon_black.fsh
}
@Calgon great stuffI've been hoping (sigh) Totem will one day give us a Deluxe Playerwith OpenGL capable of running several common buffers & cubic textures like WebGL do.We can sort of do multiple shaders rendered onto a common sprite by callingframebuffers sequentially however inserting them in a coordinated fashion is another thangand the memory use of same currently sucks :-/😟
with OpenGL capable of running several common buffers
You could get nearly the same effect for the "window" by using a masking texture on a quad, same goes for the strip at the top and bottom. Arent they most of the sprites?
it looks like your script is generating too many.....
sprite
{
source: Texture
size: 129.585367822521, 1500
pos: 4990.13364214136, 0, 313.95259764657
hotspot: 0, 1
scale: 2, 2
rot: 0, -93.6, 0;
shader: fragment, Shaders/Generators Redux.fsh
}
sprite
{
source: Texture
size: 41.2682932795517, 1500
pos: 4990.13364214136, 0, 313.95259764657
hotspot: 1, 1
scale: 2, 2
rot: 0, -93.6, 0;
shader: fragment, Shaders/calgon_black.fsh
}
I'll have a look at the loops scenes. My understanding is that you can apply a shaderI'm not sure what you are refering to.
in a framebuffer node. Call that as source in a sprite node and apply a subsequent shader
to that sprite. Any more buffers, and you would need to chain them as framebuffers. He he..
sounds a bit like somethang you have done already / would do at the.scn level.
However I was really talking about our OpenGL: Fullscreen platform being able to handle that buffering
in a coordinated way within one shader, like they do in da WebGL.
@CalgonAre there parts that are never on screen or does it do a full 360? Might be able to cull more if they arent or you modify it so it doesnt do a 360.
hmm..I haven't had time to look closely at the .scn code, however with a third of a million lines of code in a single .scn it seems like a good place to startSure, i'd expect the model in center gets jerky because 3D camera zoom rescaling up mostly goes there.There's "0;" ending typos btw in every sprite node rot parameter...etc..etc.@Z22 what resolution models are you using to test this ?What happens to overall FPS when you // eliminate each model ?
We can sort of do multiple shaders rendered onto a common sprite by calling
framebuffers sequentially however inserting them in a coordinated fashion is another thang
and the memory use of same currently sucks
I may be wrong but I don't think a mask on a single quad would look correct when viewed from different angles and it was a full 3d effect that I wanted to create when I set off to build this.
@z22
@CalgonAre there parts that are never on screen or does it do a full 360? Might be able to cull more if they arent or you modify it so it doesnt do a 360.
Almost everything is in a sprite that rotates continuously, the individual clipsprites rotate in the opposite direction so that they always face the front.
Only the backs of the podiums could be removed but if I chopped them out, I'd have to rotate the podium at the same speed as the whole saucer rotation in the opposite direction like the clipsprites.... I think the difference would be very marginal.
Did the reduced code not make a difference ?
I sometimes end up with white squares rather than the girl. This happened to Camila Palmer "Dans La Chaleur De La Nuit" on the center cube. I notice that when the FPS drops it causes more stuttering.Je me retrouve parfois avec des carrées blancs plutôt que la fille. Ainsi c'est arrivé à Camila Palmer "Dans La Chaleur De La Nuit" sur le cube central. Je remarque que lorsque les FPS baisse cela cause plus de bégaiement.
It did make a difference but because you can't specify a resolution in camera 3D (AFIK) it's running in 4k on mine. If i drop the desktop resolution to 1080p it's smooth.
It did make a difference but because you can't specify a resolution in camera 3D (AFIK) it's running in 4k on mine. If i drop the desktop resolution to 1080p it's smooth.
Far from ideal but.... you could disable your 4K cards temporarily or keep a separate 3K collection for this type of scene and swap them over.😪
Did the reduced code not make a difference ?The peeps with 4K monitors are having the most problem with ( re-scale ) stutterings
replaced this with a single line entry..
// POSITION
pos: 00, -550, 3750 // Camera (Eye) position x, y, z.
pos: 00, -550, 3750 // Camera (Eye) position x, y, z.
// pos: 00, -150, 4800 // Camera (Eye) position x, y, z.
-------------------------------------------------------------
// POSITION
// pos: 00, -550, 3750 // Camera (Eye) position x, y, z.
// pos: 00, -550, 3750 // Camera (Eye) position x, y, z.
// pos: 00, -150, 4800 // Camera (Eye) position x, y, z.
pos: 00, -550, 3494 // Camera (Eye) position x, y, z.
//#define iGlobalTime u_Elapsed
#define iGlobalTime u_Elapsed*0.177 //slowed down this shader
#define iResolution u_WindowSize
The peeps with 4K monitors are having the most problem with ( re-scale ) stutterings
Screen size (#define iResolution u_WindowSize) is one of the primary settings in all our .fsh
@Calgon
re your latest Flying Saucer update...
I get tad ***** when peeps do not post a version # title difference in their .scn zips
due to their new edits. So forgive me & 'Beyond Compare' if i got these wrong or am too late noting them.
@AllSceneCreators
Please,
Continue to share your work / art.
I know 1st hand that it is a labor of love.
a lot more goes on in the background to create these, than most members realize.
But I believe it is worth all the time and effort.
So Please, keep sharing if you will.
Thank You One and All.
const float INTRO_TIME = 1.0;
const float TIME_PER_POSITION = 1.0;
const float OUTRO_TIME = 1.0;
const float INTERMISSION = 1.5;
const int TOTAL_POSITIONS = 34;
const int TFRAME = 20;
const float RSPEED = 0.5; // Rotation Speed
const float SINRATE = 0.5; // make SINRATE and COSRATE the same.
const float COSRATE = 0.5; // or use a ratio like 2:1
const float WOBBLE = 15.; // Amount of Angular Wobble
#define RENDER_SKY true
#define RENDER_MIST true
#define RENDER_REFLECTIONS true
#define RENDER_SHADOWS true
#define MSAAx4 false
try this
https://virtuastripper.net/Shaders/chess.fsh
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