miemilfs like it bigLACK

Work weekend
June 27 2015
Today you can play an updated/expanded version of D.O.E.S. by , and a new pixel game by . If you are doing "let's plays" of these, drop me a line.
Three more episodes of Stu-boy and Piv-boy. The final episode is already in the works.
The TOFA 2015 Round 1 entries were released last night, but I won't post it here yet. If you have been following Albino Blacksheep on
like you should, you would see everything in real time. You can even watch the animators animating their work in progress.
Best weekend
June 12 2015
animation is here:
song. You know what to expect.
Interesting fact. Stu-Boy and Piv-Boy is a series born from characters used in
2013. Jordan was disqualified from reusing his characters from a previous round, but came back for TOFA 2014 to win the grand prize.
University of Washington
June 1 2015
The butts are burgers in this psychedelic rotoscoped version of Shake It Off.
Here are this year's University of Washington student games. As you continue to play, data helps fix the bugs in the games, so they need all of you to give these games-in-progress a chance.
Also check out last year's games . There are a couple gems.
starts... tomorrow?
Inbox goodies
May 25 2015
All new files, from old members. Well, they are young, but they have been members for a while.
Calling all animators!
is starts in a week or something, and stay tuned for more updates. Submissions come in waves and I'm far from shore.
Almost TOFA time
May 19 2015
now has her own page.
To this day people still regularly quote Tiny Plaid Ninjas on the Internet. Here is the last and least-known episode.
A quote from :
Here's the latest Wal Disn masterpiece on NES-TV Video Cartridge. Check it out on your Nanotendo Entertainment System.
And another from !
It's starting very soon. It's , The 9th Annual Albino Blacksheep Tournmanent of Flash Artists. It's happening on Facebook this year, so no need to have an ABS Forums account. There are three ways you can help.
Join in the tournament and give it your best shot.
and/or Recruit another animator to join the contest.
about donating to the animators in the contest. 100% of the money goes to the contestants.
I hope to see you at . It'll be heavy!
P.S. Did you know this whole update works on your mobile device? Try browsing this site on your phone or tablet.
Burgers and Boring
April 19 2015
More insight into the virgin dad from
series. Very clever and worth watching.
, who is not at all named after a Yoshi game, presents a Last Airbender parody. Perhaps this is technically a sequel to
Ryoshenron is commiting to the pixelated style, and trying out some short Disney parodies in his own brand of humour.
It's here!
April 1 2015
This gives a whole new meaning to watch video. When the Apple Watch arrives you'll be able to watch Albino Blacksheep videos and play games on your wrist. Complete with an OLED display and haptic touch feedback.
Apple had contacted Albino Blacksheep back in the Fall to help us get prepared for the watch's release. So far 653 Flash videos have been converted for the watch with many more expected by the watch's April 24th release date.
Browsing through the content couldn't be simpler. We've integrated voice commands. Just say a catchphrase from your favourite animation and it will begin playing. For example, &but I am le tired& will bring up
or &You're a stupid little baby man& will bring up . Careful about someone saying the word badger, mushroom, or snake when your watch is on.
For those with the 18K gold Edition version of the watch, stating at $10,000, you'll have exclusive access to call or text any animator's personal contact number. The awesome thing about that is they'll be talking to you from their watch too since Apple is providing all our current animators with the Sports addition of the Apple Watch for free!
In the meantime,
on your iPhone's Safari browser and use an elastic band to keep the phone attached to your wrist.
Copyright © ;2015
unless specified otherwise.
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I want to do a simple CG task: draw a skymap cube with textures on the 6 sides. Read already a lot of tutorials, but there is some problem with the textures. All 6 sides of the cubes are completely black (but if I replace in the fragment shader the texture(..) call with a simple vec4(1.0f, ...), the walls will be colored, so it must be something with the textures).
So, here's an excerpt of what I'm doing:
void SkyCube::init() {
mShader = new Shader("./Shader/skybox.vs", "./Shader/skybox.fs");
// from: https://www.opengl.org/wiki/Common_Mistakes#Creating_a_Cubemap_Texture
glEnable(GL_TEXTURE_CUBE_MAP);
glGenTextures(1, &mTextureId);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureId);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 0);
// now load the textures from TGA files and make them available to OpenGL
TgaLoader * tgaLoader = new TgaLoader();
string texturefilenames[] = {"back", "front", "bottom", "top", "left", "right"};
int texturedefs[] = {GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z};
for (int i = 0; i & 6; i++) {
tgaLoader-&loadTga(mTextures[i], "data/skycube/" + texturefilenames[i] + ".tga");
glTexImage2D(texturedefs[i], 0, GL_RGB, mTextures[i].width, mTextures[i].height,
0, GL_BGR, GL_UNSIGNED_BYTE, mTextures[i].imageData);
delete tgaL
mVboSkyCube = this-&generateSkyCubeVBO(vec3(-1.0f, -1.0f, -1.0f), vec3(1.0f, 1.0f, 1.0f));
glDisable(GL_TEXTURE_CUBE_MAP);
The generateSkyCubeVBO method basically generates all the vertices and texture normalized coords:
VertexBufferObjectAttribs* SkyCube::generateSkyCubeVBO(const vec3 &mi, const vec3 &ma) {
vector&vec3&
vector&vec3&
vector&vec2& textureUV;
// tofo liste mit texture koords
vertices.push_back(vec3(mi.x, ma.y, mi.z));
vertices.push_back(vec3(mi.x, ma.y, ma.z));
vertices.push_back(vec3(ma.x, ma.y, ma.z));
vertices.push_back(vec3(ma.x, ma.y, mi.z));
normals.push_back(vec3(0.0f, 1.0f, 0.0f));
normals.push_back(vec3(0.0f, 1.0f, 0.0f));
normals.push_back(vec3(0.0f, 1.0f, 0.0f));
normals.push_back(vec3(0.0f, 1.0f, 0.0f));
textureUV.push_back(vec2(0.0f, 0.0f));
textureUV.push_back(vec2(0.0f, 1.0f));
textureUV.push_back(vec2(1.0f, 0.0f));
textureUV.push_back(vec2(1.0f, 1.0f));
vertices.push_back(vec3(mi.x, mi.y, mi.z));
vertices.push_back(vec3(ma.x, mi.y, mi.z));
vertices.push_back(vec3(ma.x, mi.y, ma.z));
vertices.push_back(vec3(mi.x, mi.y, ma.z));
normals.push_back(vec3(0.0f, -1.0f, 0.0f));
normals.push_back(vec3(0.0f, -1.0f, 0.0f));
normals.push_back(vec3(0.0f, -1.0f, 0.0f));
normals.push_back(vec3(0.0f, -1.0f, 0.0f));
textureUV.push_back(vec2(0.0f, 0.0f));
textureUV.push_back(vec2(0.0f, 1.0f));
textureUV.push_back(vec2(1.0f, 0.0f));
textureUV.push_back(vec2(1.0f, 1.0f));
vertices.push_back(vec3(mi.x, mi.y, mi.z));
vertices.push_back(vec3(mi.x, ma.y, mi.z));
vertices.push_back(vec3(ma.x, ma.y, mi.z));
vertices.push_back(vec3(ma.x, mi.y, mi.z));
normals.push_back(vec3(0.0f, 0.0f, -1.0f));
normals.push_back(vec3(0.0f, 0.0f, -1.0f));
normals.push_back(vec3(0.0f, 0.0f, -1.0f));
normals.push_back(vec3(0.0f, 0.0f, -1.0f));
textureUV.push_back(vec2(0.0f, 0.0f));
textureUV.push_back(vec2(0.0f, 1.0f));
textureUV.push_back(vec2(1.0f, 0.0f));
textureUV.push_back(vec2(1.0f, 1.0f));
vertices.push_back(vec3(mi.x, mi.y, ma.z));
vertices.push_back(vec3(ma.x, mi.y, ma.z));
vertices.push_back(vec3(ma.x, ma.y, ma.z));
vertices.push_back(vec3(mi.x, ma.y, ma.z));
normals.push_back(vec3(0.0f, 0.0f, 1.0f));
normals.push_back(vec3(0.0f, 0.0f, 1.0f));
normals.push_back(vec3(0.0f, 0.0f, 1.0f));
normals.push_back(vec3(0.0f, 0.0f, 1.0f));
textureUV.push_back(vec2(0.0f, 0.0f));
textureUV.push_back(vec2(0.0f, 1.0f));
textureUV.push_back(vec2(1.0f, 0.0f));
textureUV.push_back(vec2(1.0f, 1.0f));
vertices.push_back(vec3(mi.x, mi.y, mi.z));
vertices.push_back(vec3(mi.x, mi.y, ma.z));
vertices.push_back(vec3(mi.x, ma.y, ma.z));
vertices.push_back(vec3(mi.x, ma.y, mi.z));
normals.push_back(vec3(-1.0f, 0.0f, 0.0f));
normals.push_back(vec3(-1.0f, 0.0f, 0.0f));
normals.push_back(vec3(-1.0f, 0.0f, 0.0f));
normals.push_back(vec3(-1.0f, 0.0f, 0.0f));
textureUV.push_back(vec2(0.0f, 0.0f));
textureUV.push_back(vec2(0.0f, 1.0f));
textureUV.push_back(vec2(1.0f, 0.0f));
textureUV.push_back(vec2(1.0f, 1.0f));
vertices.push_back(vec3(ma.x, mi.y, mi.z));
vertices.push_back(vec3(ma.x, ma.y, mi.z));
vertices.push_back(vec3(ma.x, ma.y, ma.z));
vertices.push_back(vec3(ma.x, mi.y, ma.z));
normals.push_back(vec3(1.0f, 0.0f, 0.0f));
normals.push_back(vec3(1.0f, 0.0f, 0.0f));
normals.push_back(vec3(1.0f, 0.0f, 0.0f));
normals.push_back(vec3(1.0f, 0.0f, 0.0f));
textureUV.push_back(vec2(0.0f, 0.0f));
textureUV.push_back(vec2(0.0f, 1.0f));
textureUV.push_back(vec2(1.0f, 0.0f));
textureUV.push_back(vec2(1.0f, 1.0f));
GLuint nrVertices = vertices.size();
VertexBufferObjectAttribs::DATA *attrData = new VertexBufferObjectAttribs::DATA[nrVertices];
for (GLuint i = 0; i & nrV ++i) {
vec3 v = vertices[i];
vec3 n = normals[i];
vec2 t = textureUV[i];
attrData[i].vx = v.x;
attrData[i].vy = v.y;
attrData[i].vz = v.z;
attrData[i].vw = 1.0f;
attrData[i].nx = n.x;
attrData[i].ny = n.y;
attrData[i].nz = n.z;
attrData[i].nw = 0.0f;
attrData[i].tx = t.x;
attrData[i].ty = t.y;
attrData[i].tz = 0.0f;
attrData[i].tw = 0.0f;
VertexBufferObjectAttribs *vbo = new VertexBufferObjectAttribs();
vbo-&setData(attrData, GL_STATIC_DRAW, nrVertices, GL_QUADS);
vbo-&addAttrib(VERTEX_POSITION);
vbo-&addAttrib(VERTEX_NORMAL);
vbo-&addAttrib(VERTEX_COLOR);
vbo-&addAttrib(VERTEX_TEXTURE);
vbo-&bindAttribs();
delete[] attrD
That works fine, all textures are successfully loaded.
The vertex shader:
// OpenGL 3.3
#version 130
// following is probably not really needed
#define VERT_POSITION
#define VERT_NORMAL
#define VERT_COLOR
#define VERT_TEXTURE
uniform mat4x4 matM
uniform mat4x4 matV
uniform mat4x4 matP
attribute vec4 P
attribute vec4 N
attribute vec4 C
attribute vec4 T
out vec4 VertP
out vec4 VertN
out vec4 VertC
out vec4 VertT
void main()
VertPosition = P
VertNormal
VertTexture
gl_Position = matProjection * matView * matModel * vec4(Position.xyz, 1);
The fragment shader:
// OpenGL 3.3
#version 130
in vec4 VertP
in vec4 VertN
in vec4 VertC
in vec4 VertT // Interpolated values from the vertex shaders, similar to the tutorial :-)
uniform vec3 lightP
uniform sampler2D skyBoxTextureS // to know which texture to access, from the tutorial :-)
void main()
vec4 color = VertC
gl_FragColor = texture( skyBoxTextureSampler, VertTexture.xy);
//vec4( 1.0f, 1.0f, 0.9f, 1.0f); //
The render method:
void SkyCube::render(const Transform& trans) {
mat4 projection = trans.
mat4 view = trans.
mat4 model = mat4::identitiy();
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS);
glEnable(GL_TEXTURE_CUBE_MAP);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureId);
mShader-&bind();
mShader-&setMatrix("matProjection", projection, GL_TRUE);
mShader-&setMatrix("matView", view, GL_TRUE);
// mShader-&setMatrix("Texture")
model = mat4::scale(20.0f, 20.0f, 20.0f);
mShader-&setMatrix("matModel", model, GL_TRUE);
// set the texture
mShader-&seti("skyBoxTextureSampler", 0);
mVboSkyCube-&render();
mShader-&release();
glPopClientAttrib();
glPopAttrib();
The render method of the VBO object looks like this:
void VertexBufferObjectAttribs::render() {
GLint size = m_attribLocations.size();
glBindBuffer(GL_ARRAY_BUFFER, m_bufferId);
for (GLint i = 0; i & ++i) {
GLint attribLoc = m_attribLocations[i];
glVertexAttribPointer(attribLoc, 4, GL_FLOAT, GL_FALSE, sizeof (DATA), ((GLchar*) NULL + 4 * sizeof (GLfloat) * i));
glBindBuffer(GL_ARRAY_BUFFER, 0);
for (GLint i = 0; i & ++i)
glEnableVertexAttribArray(m_attribLocations[i]);
if (m_useIndexBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBufferId);
if (m_dynamicRendering) {
glDrawElements(m_primitiveMode, m_nrDynamicIndices, GL_UNSIGNED_INT, 0);
glDrawElements(m_primitiveMode, m_nrIndices, GL_UNSIGNED_INT, 0);
if (m_dynamicRendering) {
glDrawArrays(m_primitiveMode, 0, m_nrDynamicVertices);
glDrawArrays(m_primitiveMode, 0, m_nrVertices);
for (GLint i = 0; i & ++i)
glDisableVertexAttribArray(m_attribLocations[i]);
If I compare this code with the steps from the tutorials, I cannot see anything missing or being in the wrong order.
Note that I cannot use a newer GLSL version as my current Linux version only supports 1.3.
31.9k63166
Okay, so the answer - as already written in the comment above, is that the problem was that the shader contained a sampler2D, whereas instead it should have been using samplerCube. This is because in the C++ code I also was using the ...Cube functions correspondingly.
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