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Últimos mensajes - Página 475

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TheEmu
Desde en Jul 2012
7424 posts

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Todo sobre iStripper
September 23, 2021, 5111 respuestas
@DrDoom9

That sounds as if either whatever you are rendering the shadow into (framebuffer, quad or sprite) is too small so that much of the shadow would fall outside of it or else that you have not positioned the shadow properly - perhaps you are positioning it so that its feet are in the centre of what you arerendering onto when what you really want is for them to be near an edge.

In order to keep the processing power needed by the shader to a minimum then you want what ou are rendering it into to be just big enough for the shadow to fit otherwise you are wasting GPU power on empty space. this also means that you want to position it so that it just about touches all four edges of the rectangle it is being rendered into.

I often find it useful when developing these things to add an oversized distinctively coloured quad as a background element in the framebuffer - you can quite safely make it many times bigger than the framebuffer as it will be clipped at the edges of the frame buffer. If you give such a huge quad a hotspot of 0.5,0.5 you can be sure that it will fill the framebuffer and hence make its edges visible. Make it partially transparent if you want to see things behind the framebuffer.

Also you can use one or more small distinctively coloured quads as foreground elements in the framebuffer (or anything else) to act as indicators as to what point some set of position co-ordinates correspond to and these will help you position other, more important, things. A refinement of this would be to use long thin quads to provide a cross or even a grid as a positioning aid. If you do use small quads aspsitining aids yu can animate their transparency to make them flash on and off which can make them stand out more if that is needed.