The main obstacle to SBS is the reduced screen width.
text: Info/infoFractalGarden084f.txt
logo: Info/small_logoFractalgardenA480A.png
minVersion: 1.2.0.80
clip {
id: Clip
deny: top, inout
nameGlowColor: 0, 1, 1
}
texture {
id: Sweet
source: Textures/Beige01.png
}
texture {
id: ppcstage
source: ETImages/Plaftexrot01/PPstageMini.png
}
framebuffer {
id: Clipx
size: 960, 540 //reduced to half size for clip from 1920, 1080
source: Clip
}
framebuffer {
id: Sweet01
size: 1920, 1080
source: Sweet
//shader: fragment, Shaders/TheEmu - Null.fsh
}
framebuffer {
id: Sweet02
size: 1920, 1080
source: Sweet
//shader: fragment, Shaders/TheEmu - Null.fsh
}
framebuffer {
id: Sweet01a
size: 1920, 1080
//pos: 0, 0, 0
source: Sweet01
shader: fragment, Shaders/clouds.fsh //mrange/Mandelbox slicesMod01.fsh
}
framebuffer {
id: Sweet02a
size: 1920, 1080
//pos: 1920, 0, 0 //960, 0, 0
source: Sweet02
shader: fragment, Shaders/clouds.fsh //mrange/Mandelbox slicesMod01.fsh
}
camera {
type: 3D
angle: 45
pos: 0, 0, 1272 //1368
sprite {
id: Sweet01b
size: 1920, 1080
pos: 0, 0, 0
source: Sweet01a
//scale: 0.5, 1.0, 1.0
}
sprite {
id: Sweet02b
pos: 960, 0, 0
size: 1920, 1080
source: Sweet02a
//scale: 0.5, 1.0, 1.0
}
sprite {
pos: -240, 210, 685
size: 448, 64 //440
hotspot: 0.5, 0.5
source: ppcstage
scale: 0.925, 1.0 //1.85, 1
}
sprite {
pos: 200, 210, 685
size: 448, 64 //440
hotspot: 0.5, 0.5
source: ppcstage
scale: 0.925, 1.0 //1.85, 1
}
//model left
clipSprite {
pos: -240, 205, 700
sittingHeight: 290
standingheight: 370
resolution: 20
scale: -0.5, 1.0
source: Clipx
}
//model right
clipSprite {
pos: 200, 205, 700
sittingHeight: 290
standingheight: 370
resolution: 20
scale: -0.5, 1.0
source: Clipx
}
clipNameSprite {
source: Clip
pos: 360, 224, 565
scale: 0.32, 0.32
}
}
I guess this could be tweeked a lot better by a Quest owner
I had trouble using scaling like 0.5, 1.0 maybe because my native screen
resolution is way down at 1670 x 768 .. not sure exactly why the scaling did not apply
plus the original shader did not like any re-scaling at all so could/did
not apply it.
At this stage I'm giving away the pursuit of 3D. I've been watching 3Ds ups &
downs for 20 years & each tech surge always seems to be made redundant in the end.
text: Info/infoFractalGarden084f.txt
logo: Info/small_logoFractalgardenA480A.png
minVersion: 1.2.0.80
clip {
id: Clip
deny: top, inout
nameGlowColor: 0, 1, 1
}
texture {
id: Sweet
source: Textures/Beige01.png
}
texture {
id: ppcstage
source: ETImages/Plaftexrot01/PPstageMini.png
}
framebuffer {
id: Clipx
size: 960, 540 //reduced to half size for clip from 1920, 1080
source: Clip
}
framebuffer {
id: Sweet01
size: 1920, 1080
source: Sweet
//shader: fragment, Shaders/TheEmu - Null.fsh
}
framebuffer {
id: Sweet02
size: 1920, 1080
source: Sweet
//shader: fragment, Shaders/TheEmu - Null.fsh
}
framebuffer {
id: Sweet01a
size: 1920, 1080
//pos: 0, 0, 0
source: Sweet01
shader: fragment, Shaders/clouds.fsh //mrange/Mandelbox slicesMod01.fsh
}
framebuffer {
id: Sweet02a
size: 1920, 1080
//pos: 1920, 0, 0 //960, 0, 0
source: Sweet02
shader: fragment, Shaders/clouds.fsh //mrange/Mandelbox slicesMod01.fsh
}
camera {
type: 3D
angle: 45
pos: 0, 0, 1272 //1368
sprite {
id: Sweet01b
size: 1920, 1080
pos: -20, 0, 0 // slide left to move it back in to the screen
source: Sweet01a
//scale: 0.5, 1.0, 1.0
}
sprite {
id: Sweet02b
size: 1920, 1080
pos: 960, 0, 0 // at the half screen location
source: Sweet02a
//scale: 0.5, 1.0, 1.0
}
sprite {
pos: -220, 210, 685 // left eye of the stage
size: 448, 64 //440
hotspot: 0.5, 0.5
source: ppcstage
scale: 0.925, 1.0 //1.85, 1
}
sprite {
pos: 220, 210, 685 // right eye of the stage
size: 448, 64 //440
hotspot: 0.5, 0.5
source: ppcstage
scale: 0.925, 1.0 //1.85, 1
}
//model left
clipSprite { // centered on left stage
pos: -220, 205, 700 // X same as Stage
sittingHeight: 290
standingheight: 370
resolution: 20
scale: -0.5, 1.0
source: Clipx
}
clipNameSprite { // left side clip name
source: Clip
pos: -170, 224, 565 // Manual adjustment
scale: 0.32, 0.32
}
//model right
clipSprite { // right side clip offset to the left by 10
pos: 210, 205, 700 // X is 10 less than the stage
sittingHeight: 290
standingheight: 370
resolution: 20
scale: -0.5, 1.0
source: Clipx
}
clipNameSprite { //Right side clip name
source: Clip
pos: 360, 224, 565 // kept same X adjust left eye X above
scale: 0.32, 0.32
}
}
You have conversion software for this with existing OpenGL shader based 2D scenes ..or would you need to rewrite them all ?
I have a different approach to @WA on the last scenes I publised (both approaches work). I put the LHS scene in a framebuffer with the camera offset and then the same code in the RHS framebuffer with the camera offset in the opposite direction. Because each eye is running in its own framebuffer a model can't wander off over the other eye instead of leaving the screen and also if I want a scene element to appear further back - I just move it further back on the z-axis and the camera placement does the rest.
Interesting, I'll have to play around with that.
need to use a 3D frame buffer, so you can make use of the Z depth control..
text: Info/infoFractalGarden084f.txt
logo: Info/small_logoFractalgardenA480A.png
minVersion: 1.2.0.80
clip {
id: Clip
deny: top, inout
nameGlowColor: 0, 1, 1
}
texture {
id: Sweet
source: Textures/Beige01.png
}
texture {
id: ppcstage
source: ETImages/Plaftexrot01/PPstageMini.png
}
// end of Textures
framebuffer {
id: Clipx
size: 960, 540 //reduced to half size for clip from 1920, 1080
source: Clip
}
framebuffer { // create a blank canvas only need one
id: blank_canvas
size: 1920, 1080
source: Sweet
}
framebuffer{ // Paint the background from the shader on the canvas
id: background
size: 1920, 1080
pos: 960, 540
sprite{
size: 1920, 1080
hotspot: 0.5, 0.5
pos: 0, 0, 0
rot: 0, 0, 0
opacity: 1
source: blank_canvas // use the blank canvas
shader: fragment, Shaders/mrange/Mandelbox slicesMod01.fsh
//shader: fragment, Shaders/clouds.fsh //mrange/Mandelbox slicesMod01.fsh
}
} // end of background
// same background will be used in both eye views
// most of the comments will be in the left eye frame buffer
// the right eye frame buffer will be the same except for the camera position
// create the left eye view frame buffer
framebuffer { // Left eye buffer
id: left_eye_buffer
size: 1920, 1080
camera { //Left eye camera view shifted to the left
type: 3D
angle: 45
pos: -20, 0, 1368 // camera positioned to the left
//pos: -20, 0, 1272 //1368
target: 0, 0, 0 // target is centered
Sprite{ // insert the background
size: 1920, 1080
pos: 0, 0, -200 // set the depth of the background
scale: 1.5, 1.5 // scale the background to fill the view
source: background
}
// other scene items here
sprite { // insert the stage
pos: -240, 210, 685 // place it in the Center of the camera view
size: 448, 64 //440
hotspot: 0.5, 0.5
source: ppcstage
scale: 0.925, 1.0 //1.85, 1
}
clipSprite { // centered on stage
pos: -240, 195, 710 // X same as Stage
sittingHeight: 290
standingheight: 370
resolution: 20
scale: -0.5, 1.0 // scale 50% in X it will be stretched in the VR headset
source: Clipx
}
clipNameSprite { // clip name
source: Clip
pos: -130, 135, 700 // offset to the right of the model
scale: 0.32, 0.32
}
}// end of Left eye Camera view
}//end of Left Eye buffer
// the right eye frame buffer is exactly the same as the left eye
// Except for the camera position
framebuffer {
id: right_eye_buffer
size: 1920, 1080
camera { //Right eye view
type: 3D
angle: 45
// only the camera pos is different
// the rest of the scene is exactly the same
pos: 20, 0, 1368 // shift the camera to the right
//pos: 20, 0, 1272 //1368
target: 0, 0, 0 // the target is the center
Sprite{ //insert the background
size: 1920, 1080
pos: 0, 0, -200
scale: 1.5, 1.5
source: background
}
// other scene items here
sprite { // insert the stage
pos: -240, 210, 685 // Center of the camera view
size: 448, 64 //440
hotspot: 0.5, 0.5
source: ppcstage
scale: 0.925, 1.0 //1.85, 1
}
clipSprite { // centered on stage
pos: -240, 195, 710 // X same as Stage
sittingHeight: 290
standingheight: 370
resolution: 20
scale: -0.5, 1.0
source: Clipx
}
clipNameSprite { // clip name
source: Clip
pos: -130, 135, 700 // offset to the right of the model
scale: 0.32, 0.32
}
}// end of Right eye Camera view
}//end of Right Eye buffer
// this is where you build the SBS scene
//16:9 1920 x 1080
camera { // Compose the SBS Scene
type: 3D
angle: 45
pos: 0, 0, 1272
sprite { // insert the Left eye buffer
size: 1920, 1080
pos: 0, 0, 0 // at the left of the screen
source: left_eye_buffer
scale: 1.0, -1.0 // Flip the buffer over
}
sprite { // insert the Right eye buffer
size: 1920, 1080
pos: 960, 0, 0 // at the half screen location
source: right_eye_buffer
scale: 1.0, -1.0 // // Flip the buffer over
}
// end of SBS scene creation
} // close the SBS Camera
Probably asked this before but is it possible to filter shows in a fullscreen scene in any way other than clip type (top, table etc) and category (bikini, cop etc) Can you filter by ethnicity or hair colour or anything else ?
Do you have similar 'enveloping' effects using your Quest Headset with any moving backgrounds ?
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