Hello friends@MrJacky Bienvenido ,
I'm trying some scenarios and several I find attractive but many of them show too many girls at a time
I would like to be able to edit the scenarios so that a maximum of 3 girls appear at the same time but I want to keep the different positions where they appear
Is there any way to limit the number of girls who appear on the screen simultaneously but who can appear in different positions on the stage?
even so still continue to appear more girls than I would like to see on the screen simultaneously so I deduce that it is not possible to have a scene of 6 girls and only 3 are displayed at most
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clip {
id: Clip1
allow: pole
}
clip {
id: Clip2
allow: pole
}
clip {
id: Clip3
allow: pole
}
clip {
id: Clip4
allow: pole
}
clip {
id: Clip5
allow: pole
}
clip {
id: Clip6
allow: pole
}
////////////////////////////////////////////////////////////////////////////////
camera {
type: 2D
pos: 800, 450
size: 1600, 900
clipSprite {
pos: -600, 350
source: Clip1
standingheight: 300
opacity: 300
animate: 20, loopforward, linear, opacity, -600
}
clipSprite {
pos: -360, 350
source: Clip2
standingheight: 300
opacity: -300
animate: 20, loopforward, linear, opacity, 600
}
clipSprite {
pos: -120, 350
source: Clip3
standingheight: 300
opacity: 300
animate: 20, pingpong, linear, opacity, -600
}
clipSprite {
pos: 120, 350
source: Clip4
standingheight: 300
opacity: -300
animate: 20, pingpong, linear, opacity, 600
}
clipSprite {
pos: 360, 350
source: Clip5
standingheight: 300
opacity: 400
animate: 20, loopforward, linear, opacity, -600
}
clipSprite {
pos: 600, 350
source: Clip6
standingheight: 300
opacity: -400
animate: 20, loopforward, linear, opacity, 600
}
}
clipSprite {
pos: -580, -10
scale: -1, 1, 1
standingHeight: 300
source: Girl-01
opacity: 300
animate: 20, loopforward, linear, opacity, -600
}
clipSprite {
pos: -230, -10
scale: -1, 1, 1
standingHeight: 300
source: Girl-02
opacity: -600
animate: 20, loopforward, linear, opacity, 600
}
clipSprite {
pos: 100, -10
scale: -1, 1, 1
standingHeight: 300
source: Girl-03
opacity: 500
animate: 20, loopforward, linear, opacity, -600
}
clipSprite {
pos: 450, -10
scale: -1, 1, 1
standingHeight: 300
source: Girl-04
opacity: -200
animate: 20, loopforward, linear, opacity, 500
}
clipSprite {
pos: 800, -10
scale: -1, 1, 1
standingHeight: 300
source: Girl-05
opacity: -900
animate: 20, loopforward, linear, opacity, 250
}
// The girls on the lower floor.
clipSprite {
pos: -580, 390
scale: -1, 1, 1
standingHeight: 300
source: Girl-06
opacity: -1300
animate: 20, loopforward, linear, opacity, 600
}
clipSprite {
pos: -230, 390
scale: -1, 1, 1
standingHeight: 300
source: Girl-07
opacity: 400
animate: 20, loopforward, linear, opacity, -700
}
clipSprite {
pos: 100, 390
scale: -1, 1, 1
standingHeight: 300
source: Girl-08
opacity: -1800
animate: 20, loopforward, linear, opacity, 900
}
clipSprite {
pos: 450, 390
scale: -1, 1, 1
standingHeight: 300
source: Girl-09
opacity: -350
animate: 20, loopforward, linear, opacity, 480
}
clipSprite {
pos: 800, 390
scale: -1, 1, 1
standingHeight: 300
source: Girl-10
opacity: 900
animate: 20, loopforward, linear, opacity, -1200
}
I have a problem in fullscreen .when i was running fullscreen or click on fullscreen tab it hang the application it will colse the application. how over come this and how to run the fullscreen in the istripper.
Please give the soluton for this............
gl_FragColor = mix ( back, front, front.a ) * gl_Color;
// Main code adapted from https://www.shadertoy.com/view/XlsGWf by whiteskull
// Adapted by z22
// Tweaked by TheEmu.
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform vec2 u_WindowSize;
uniform float u_Elapsed;
void main()
{
// Get normalised coordinates each in range -0.5 to +0.5.
vec2 uv = gl_FragCoord.xy / u_WindowSize.xy - 0.5;
// Get time dependant rotation angle.
float sp = cos(u_Elapsed) * sin(u_Elapsed);
float rot = radians ( sp ); // Original had u_Elapsed * sp
// Get the rotation matricies for + and - rotations.
mat2 m0 = mat2 ( cos(rot), -sin(rot), sin(rot), cos(rot) );
mat2 m1 = mat2 ( cos(rot), sin(rot), -sin(rot), cos(rot) );
// Transfom uv and shift origin.
vec2 uv0 = m0 * uv + 0.5;
vec2 uv1 = m1 * uv + 0.5;
// Get colour contributions from each texture.
vec4 c0 = texture2D ( texture0, uv0 );
vec4 c1 = texture2D ( texture1, uv1 );
// Combine colours. Three ways are suggested, the first two are
//
// gl_FragColor = normalize(c0+c1); // original method
// gl_FragColor = mix ( c0, c1, c1.a ); // alternate method
//
// and the third forces any transparent colour to also be black
// so that it will have no effect on the combined colour.
vec4 c = c0*c0.a + c1*c1.a;
gl_FragColor = clamp ( vec4(normalize(c.rgb),c.a), 0.0, 1.0 );
}
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