Je crois que c'est ma carte graphique qui doit être changée@ComteDracula , Je crois que vous avez raison. Il semble que la mémoire de la carte graphique soit ce qui est nécessaire. Pas tellement la RAM sur la carte mère
FG024. That scene was a lot of work & there wasn't much real positive feedback.@EverthangForever Yes the scene works fine
Imho, the biggest limitations of the iStripper fullscreen platform are that it only
allows a single channel for seed textures, with no live mouse, no embedable sound
and few keyboard interactions.
Imho, the biggest limitations of the iStripper fullscreen platform are that it only
allows a single channel for seed textures, with no live mouse, no embedable sound
and few keyboard interactions.
If one puts a shader fragment in a quad, the opacity of the quad connot be controlled.
framebuffer {
id: Torus2
size: 1920, 1080
pos: 0, 0, 0
quad {
size: 1920, 1080
pos: 0, 0, 0
hotspot: 0.0, 0.0
shader: fragment, Shaders/HaleyHalcyon/undulaMod01.fsh
}
}
camera {
type: 3D
angle: 45
pos: 0, 0, 1280
Sprite {
source: Torus2
size: 1920, 1080
hotspot: 0.5, 0.5
pos: 0, 0, 0
opacity: 0.2 // <----here
scale: 1, -1
}
vec4 Result;
Result = The result of some complec calculation not innvolving gl_Color;
gl_FragColor = Result * gl_Color;
gl_FragColor = gl_FragColor * gl_Color;
I would have thought animate clauses are run in sprite nodes without any shader being a direct parameter of them.
If one puts a shader fragment in a quad, the opacity of the quad connot be controlled ?
gl_FragColor.a = length(gl_FragColor.rgb);doesn't seem to work
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