kwauhn, do you think we should have a special banner or something for our clan? the guy who made my new avatar for me is very good at it, we can request him for unique aquirements or something.
I'm asking for modders who have created the smooth shader for IOS before to help me find it so that I can update the smooth shader. I'm not sure where to look and if someone could point me in the right direction, I could learn something and be able to update the mod next version too. Any help is greatly appreciated
What I've found so far:
__cstring:0019675D aOptions_ao DCB "options.ao",0 ; DATA XREF: sub_129E4+70r
and a bunch of opengl methods.
__symbolstub1:001A4B54 ; [00000004 BYTES: COLLAPSED FUNCTION _alBufferData. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4B58 ; [00000004 BYTES: COLLAPSED FUNCTION _alDeleteBuffers. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4B5C ; [00000004 BYTES: COLLAPSED FUNCTION _alDeleteSources. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4B60 ; [00000004 BYTES: COLLAPSED FUNCTION _alDistanceModel. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4B64 ; [00000004 BYTES: COLLAPSED FUNCTION _alGenBuffers. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4B68 ; [00000004 BYTES: COLLAPSED FUNCTION _alGenSources. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4B6C ; [00000004 BYTES: COLLAPSED FUNCTION _alGetError. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4B70 ; [00000004 BYTES: COLLAPSED FUNCTION _alGetSourcei. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4B74 ; [00000004 BYTES: COLLAPSED FUNCTION _alListenerfv. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4B78 ; [00000004 BYTES: COLLAPSED FUNCTION _alSource3f. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4B7C ; [00000004 BYTES: COLLAPSED FUNCTION _alSourcePlay. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4B80 ; [00000004 BYTES: COLLAPSED FUNCTION _alSourcef. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4B84 ; [00000004 BYTES: COLLAPSED FUNCTION _alSourcei. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4B88 ; [00000004 BYTES: COLLAPSED FUNCTION _alcCloseDevice. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4B8C ; [00000004 BYTES: COLLAPSED FUNCTION _alcCreateContext. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4B90 ; [00000004 BYTES: COLLAPSED FUNCTION _alcDestroyContext. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4B94 ; [00000004 BYTES: COLLAPSED FUNCTION _alcMakeContextCurrent. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4B98 ; [00000004 BYTES: COLLAPSED FUNCTION _alcOpenDevice. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4BE8 ; [00000004 BYTES: COLLAPSED FUNCTION _glAlphaFunc. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4BEC ; [00000004 BYTES: COLLAPSED FUNCTION _glBindBuffer. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4BF0 ; [00000004 BYTES: COLLAPSED FUNCTION _glBindFramebuffer. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4BF4 ; [00000004 BYTES: COLLAPSED FUNCTION _glBindRenderbuffer. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4BF8 ; [00000004 BYTES: COLLAPSED FUNCTION _glBindRenderbufferOES. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4BFC ; [00000004 BYTES: COLLAPSED FUNCTION _glBindTexture. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C00 ; [00000004 BYTES: COLLAPSED FUNCTION _glBlendFunc. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C04 ; [00000004 BYTES: COLLAPSED FUNCTION _glBufferData. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C08 ; [00000004 BYTES: COLLAPSED FUNCTION _glCheckFramebufferStatus. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C0C ; [00000004 BYTES: COLLAPSED FUNCTION _glClear. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C10 ; [00000004 BYTES: COLLAPSED FUNCTION _glClearColor. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C14 ; [00000004 BYTES: COLLAPSED FUNCTION _glColor4f. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C18 ; [00000004 BYTES: COLLAPSED FUNCTION _glColorMask. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C1C ; [00000004 BYTES: COLLAPSED FUNCTION _glColorPointer. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C20 ; [00000004 BYTES: COLLAPSED FUNCTION _glCompressedTexImage2D. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C24 ; [00000004 BYTES: COLLAPSED FUNCTION _glCullFace. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C28 ; [00000004 BYTES: COLLAPSED FUNCTION _glDeleteBuffers. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C2C ; [00000004 BYTES: COLLAPSED FUNCTION _glDeleteFramebuffers. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C30 ; [00000004 BYTES: COLLAPSED FUNCTION _glDeleteRenderbuffers. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C34 ; [00000004 BYTES: COLLAPSED FUNCTION _glDeleteTextures. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C38 ; [00000004 BYTES: COLLAPSED FUNCTION _glDepthFunc. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C3C ; [00000004 BYTES: COLLAPSED FUNCTION _glDepthMask. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C40 ; [00000004 BYTES: COLLAPSED FUNCTION _glDepthRangef. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C44 ; [00000004 BYTES: COLLAPSED FUNCTION _glDisable. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C48 ; [00000004 BYTES: COLLAPSED FUNCTION _glDisableClientState. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C4C ; [00000004 BYTES: COLLAPSED FUNCTION _glDiscardFramebufferEXT. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C50 ; [00000004 BYTES: COLLAPSED FUNCTION _glDrawArrays. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C54 ; [00000004 BYTES: COLLAPSED FUNCTION _glEnable. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C58 ; [00000004 BYTES: COLLAPSED FUNCTION _glEnableClientState. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C5C ; [00000004 BYTES: COLLAPSED FUNCTION _glFogf. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C60 ; [00000004 BYTES: COLLAPSED FUNCTION _glFogfv. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C64 ; [00000004 BYTES: COLLAPSED FUNCTION _glFogx. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C68 ; [00000004 BYTES: COLLAPSED FUNCTION _glFramebufferRenderbuffer. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C6C ; [00000004 BYTES: COLLAPSED FUNCTION _glFramebufferRenderbufferOES. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C70 ; [00000004 BYTES: COLLAPSED FUNCTION _glGenFramebuffers. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C74 ; [00000004 BYTES: COLLAPSED FUNCTION _glGenRenderbuffers. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C78 ; [00000004 BYTES: COLLAPSED FUNCTION _glGenRenderbuffersOES. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C7C ; [00000004 BYTES: COLLAPSED FUNCTION _glGenTextures. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C80 ; [00000004 BYTES: COLLAPSED FUNCTION _glGetError. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C84 ; [00000004 BYTES: COLLAPSED FUNCTION _glGetFloatv. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C88 ; [00000004 BYTES: COLLAPSED FUNCTION _glGetRenderbufferParameteriv. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C8C ; [00000004 BYTES: COLLAPSED FUNCTION _glGetString. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C90 ; [00000004 BYTES: COLLAPSED FUNCTION _glHint. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C94 ; [00000004 BYTES: COLLAPSED FUNCTION _glLineWidth. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C98 ; [00000004 BYTES: COLLAPSED FUNCTION _glLoadIdentity. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4C9C ; [00000004 BYTES: COLLAPSED FUNCTION _glMatrixMode. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4CA0 ; [00000004 BYTES: COLLAPSED FUNCTION _glMultMatrixf. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4CA4 ; [00000004 BYTES: COLLAPSED FUNCTION _glNormal3f. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4CA8 ; [00000004 BYTES: COLLAPSED FUNCTION _glOrthof. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4CAC ; [00000004 BYTES: COLLAPSED FUNCTION _glPolygonOffset. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4CB0 ; [00000004 BYTES: COLLAPSED FUNCTION _glPopMatrix. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4CB4 ; [00000004 BYTES: COLLAPSED FUNCTION _glPushMatrix. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4CB8 ; [00000004 BYTES: COLLAPSED FUNCTION _glRenderbufferStorageOES. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4CBC ; [00000004 BYTES: COLLAPSED FUNCTION _glRotatef. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4CC0 ; [00000004 BYTES: COLLAPSED FUNCTION _glScalef. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4CC4 ; [00000004 BYTES: COLLAPSED FUNCTION _glScissor. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4CC8 ; [00000004 BYTES: COLLAPSED FUNCTION _glShadeModel. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4CCC ; [00000004 BYTES: COLLAPSED FUNCTION _glTexCoordPointer. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4CD0 ; [00000004 BYTES: COLLAPSED FUNCTION _glTexImage2D. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4CD4 ; [00000004 BYTES: COLLAPSED FUNCTION _glTexParameteri. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4CD8 ; [00000004 BYTES: COLLAPSED FUNCTION _glTexSubImage2D. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4CDC ; [00000004 BYTES: COLLAPSED FUNCTION _glTranslatef. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4CE0 ; [00000004 BYTES: COLLAPSED FUNCTION _glVertexPointer. PRESS KEYPAD "+" TO EXPAND]
__symbolstub1:001A4CE4 ; [00000004 BYTES: COLLAPSED FUNCTION _glViewport. PRESS KEYPAD "+" TO EXPAND]
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Water.
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ROFL omg your signature xD
If you like www.penisland.net you'd love www.bigbustycoons.com
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... To all the IOS modders, I'd love to have the smooth shader...
EDIT:
btw op, great job with the mods! I wish I had an android device!
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Welcome aboard 'ol chap!
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HAHAHAHAHAHAHAHAHAHAHA no. If it snows a centimeter here the world ends. I wish it snowed here
nice!
I could wip one up, or our head artist epixel.
Sure! Did you make that enderman? If so, what did you use, because it looks great!
Actually, he didn't specify what mob he would be! Tell us Gutsifier!
This is why are clan is so legitimately MLG pro elite <3
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I guess patience is the key
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do you have 0.6.1? It isn't an update, it's just a revision to 0.6.0, you have to get it by downloading PE from the app store.
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Canadian, Vancouver to be exact. And yeah it rains a lot here too
Sure!
None shall forget MLGEPMCPECL!
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It doesn't matter, what matters is that you engage and participate in the forums!
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Probably not, it's just strange that there is code that obviously isn't for PE yet is in PE anyway.
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What I've found so far:
and a bunch of opengl methods.