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Discussions for Scenes for Version 1.2.X Fullscreen Mode here

  Fórum / Tudo sobre iStripper

Socialhazard
De em Nov 2020

1153 post(s)
February 2, 2023
@EverthangForever

Awesome stuff. 👍 😎
EverthangForever
De em Oct 2009

2465 post(s)
February 2, 2023
Tks @Socialhazard nice to know 😊👍
EverthangForever
De em Oct 2009

2465 post(s)
February 3, 2023
Thank you so much @EverthangForever. All the scenes work well for me.
Merci beaucoup @EverthangForever. Toutes les scènes fonctionnent bien pour moi. 😊
Thank you @ComteDracula A good outcome
--
Merci @ComteDracula Un bon résultat
stripperfan
De em Jun 2013

9 post(s)
February 14, 2023
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.
Z22
De em Aug 2017

1166 post(s)
February 15, 2023 (edited)
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.

Yeh, take a look at a bunch of my scenes for "feedbackbuffer" which is using an undocumeted feature(bug) to create a persistant buffer.

create a texture referance pointing to an empty directory,
create a framebuffer that points to that texture,
do whatever you want with that buffer,
have a copy of your modified output as the last sprite in the camera node. It can be positioned off screen, opacity of 0, and can be any size you like up to the maximum your gpu supports.
Z22
De em Aug 2017

1166 post(s)
February 15, 2023
You can display it if you want but it has to be the last sprite or wont work.
Z22
De em Aug 2017

1166 post(s)
February 15, 2023
texture
{
id: Feedback
size: 3840, 2160
source: empty/
}
framebuffer
{
id: FeedbackBuffer
size: 3840, 2160
pos: 1920, 1080

sprite
{
source: Feedback
}
}
do whatever opperations you want to the feedbackbuffers output
then as the last sprite in camera have something like
sprite
{
opacity: 0.0 // If only using for feedback you can set to 0.0.
source: modified feedbackbuffer
}
Z22
De em Aug 2017

1166 post(s)
February 15, 2023
Looking forward to see someone else actually use it.
Calgon
De em May 2022

363 post(s)
February 15, 2023
Hi there..

Is it possible to use a cubemap in a shader ?

Looking at this one for example:
https://www.shadertoy.com/view/4s3fDH


EverthangForever
De em Oct 2009

2465 post(s)
February 15, 2023 (edited)
@Wyldanimal & all..
Help Please guys, need some help re-coding this scene conversion
to allow all (both) the textures to independently show. Currently only one
framebuffer 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 platform
so it looks more like the two texture shadertoy example.? Thanks a lot !!

https://scenes.virtuastripper.net/ET_FractalGarden901.zip

zip size = 739 Kb
Extract the zip straight to ../scenes folder. Allow merged folders
and allow to overwrite any existing same name file
Calgon
De em May 2022

363 post(s)
February 15, 2023
@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

This is exactly the thing I've spent too many hours on the last few weeks..... try this:

http://bit.ly/40WEbFl

EverthangForever
De em Oct 2009

2465 post(s)
February 16, 2023 (edited)
OMG A thousand thanks to @Calgon
So simple grr.. in the .fsh 'texture' vs 'iChannel'
and there I was, buried under a pile of .scn framebuffers LoL
You've saved me a lot of heartache ..thanks again pal 😊👍
stripperfan
De em Jun 2013

9 post(s)
February 16, 2023
Looking forward to see someone else actually use it.

Unfortunately, this does not seem to work on the mac. Seems like a good idea, though. Did see some strange effects, but could not get the feedback loop working.

Calgon
De em May 2022

363 post(s)
February 16, 2023
@EverthangForever

I did mention it 3 weeks ago here:
https://www.istripper.com/forum/thread/27449/146?post=757044
Tudo sobre iStripper / Discussions for Scenes for Version 1.2.X Fullscreen Mode here
Made some progress at last. I found after too many hours of hacking stuff around that this: uniform sampler2D texture0; //Random Surfaces uniform sampler2D texture1; //Random Greys needs to be "textur...
... but I don't think anyone realised the significance. It opens up lots of Shaders that need more than one texture. I found it by accident though, through pig headed refusal to give up.
EverthangForever
De em Oct 2009

2465 post(s)
February 16, 2023 (edited)
https://www.istripper.com/forum/thread/29408/78?post=758406
Tudo sobre iStripper / Share your FullScreen - Member Created Scenes here
FG889-FG901 Thirteen selected WebGL shaders remixed & converted to OpenGL to run &/or remix on iStripper's Fullscreen OpenGL platform. Standing or table work randomly applies to all these scenes unles...
Note that as from FG901 the shader preamble code has been altered
to allow rendering of more than one sampler2D texture

uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
incl. after the 'void main(void)'

vec4 vTexCoord = gl_TexCoord[0];
Calgon
De em May 2022

363 post(s)
February 16, 2023
Note that as from FG901 the shader preamble code has been altered
to allow rendering of more than one sampler2D texture

Hi @Everthang

Thanks for those conversions, always finding new creators......but aren't you going to go back and redo all the ones that maybe only have one texture when they could have more (only joking 😂)

Any thoughts on how to convert a cubemap ? Wondered if it could be pulled in as a texture and reformatted inside the shader so that it reads it as a cubemap ... but way beyond my level of coding at the moment.
EverthangForever
De em Oct 2009

2465 post(s)
February 16, 2023 (edited)
@Calgon
Yikes..Lol..no way, however there were some I had knocked back converting
a while back, because they really needed more than one of their sampler2D's.
Will be interesting to see how/if extra textures included might impair
4K models' movement or lag.
Yes cube maps methink need a new OpenGL platform with more channels.
Nevertheless I like your idea of processing cubic six sides independently then
recompiling them somehow. Lot of processing tho..I really like what you did btw
with the light & effects in xNon & RandomCave2 etc. Excellent outcomes !!!!!
Calgon
De em May 2022

363 post(s)
February 16, 2023
.I really like what you did btw
with the light & effects in xNon & RandomCave2 etc. Excellent outcomes !!!!!

I've been working on that a lot now that I can use 4 textures .... each new thing I learn has put back being able to finish and release it. 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.
EverthangForever
De em Oct 2009

2465 post(s)
February 16, 2023
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 😆
Wyldanimal
MODERADOR
De em Mar 2008

3927 post(s)
Z22
De em Aug 2017

1166 post(s)
February 17, 2023 (edited)
@stripperfan any chance you could post your .scn code, i may have missed something and i can check it on pc.
stripperfan
De em Jun 2013

9 post(s)
February 17, 2023
@stripperfan any chance you could post your .scn code, i may have missed something and i can check it on pc.

I'm trying to make a minimal viable version to test this. I now see some evidence now that something strange is happening, but I've not got something consistent yet. When I get that working, I'll post.
stripperfan
De em Jun 2013

9 post(s)
February 17, 2023
@stripperfan any chance you could post your .scn code, i may have missed something and i can check it on pc.

Got it working on OSX. I needed


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
}
}

Now background needs to be used as the last sprite inside camera.

Thanks for the lead for the feedback loop, and onwards to having strippers interact with the background.

TheEmu
De em Jul 2012

3309 post(s)
February 17, 2023 (edited)
With regard to cubemaps

In my collection of ShaderToy adaptions

https://www.theemusnest.eu/scenes/Zips/ShaderToy%20Scenes/ShaderToy.zip

I see that I have two examples of "cubemap" shaders, both are from Inigo Quilez and after unzipping the archive they can be found in the Shaders/Inigo Quilez folder. One is called "Boxmapping" and the other is called "Cheap Cubemap".

The scenes demonstarting them are

Shaders = ShaderToy = Inigo Quilez - Boxmapping.scn
Shaders = ShaderToy = Inigo Quilez - Cheap Cubemap.scn
Z22
De em Aug 2017

1166 post(s)
February 17, 2023
Calgon
De em May 2022

363 post(s)
February 17, 2023
check out the scenes from
@wangxukkk

Thanks @WA I have seen that scene, I studied them to create the rotational aspects of the flying saucer scene I posted a while back. His are slightly different to the carousels from @TheEmu
Calgon
De em May 2022

363 post(s)
February 17, 2023
@TheEmu

I see that I have two examples of "cubemap" shaders

Thanks, I will have a look at them.

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