[GEM-dev] Oculus Rift distortion/support

Michael Mihocic michael.mihocic at oeaw.ac.at
Wed Sep 11 08:35:32 CEST 2013


Dear list,

I tried to get familiar with shaders in GEM. I started with 
"01.simple_texture.pd" in folder 10.glsl.

I can start rendering (checking "rendering") but I cannot load shaders. 
After checking the rendering checkbox 2 errors occur:
     [glsl_vertex]: need to load a shader
     [glsl_fragment]: need to load a shader

When I try to use shaders (click on "load shader") I receive the error 
message:
     linking: link 1.5 3.5
     [glsl_program]: Info_log:
     [glsl_program]: Vertex info
     -----------
     (0) : error C5145: must write to gl_Position
     [glsl_program]: Link failed!

These errors occur when I either try to open a ".vert" or a ".fraq" 
file! Do you have any ideas what I could try to use different shaders??? 
Below I'm listing my system details:

- pd: 0.43.4-extended
- GEM: 0.93.3
- System: Windows 7-64
- Folder contains no spaces: "C:\pd-0.43.4\extra\Gem\examples\10.glsl"
- I replaced all CRLFs with CRs as I found in 
https://sourceforge.net/p/pure-data/bugs/864/?page=2 (otherwise I get 
the errors
     [glsl_vertex]: error reading file
     [glsl_fragment]: error reading file
- I also tried to run pd with Admin permissions

Thanks in advance!!

Br, Michael


-------- Original Message --------
Subject: Re: [GEM-dev] Oculus Rift distortion/support
From: Jack <jack at rybn.org>
To: gem-dev at iem.at
Date: 25.07.2013 12:22
> Hello,
>
> Yep, and if oculus doesn't provide a shader for barrel distortion, there
> is plenty of example on the web.
> ++
>
> Jack
>
>
>
> Le 25/07/2013 12:17, Cyrille Henry a écrit :
>> hello,
>>
>> one have to use shader in order create the image distortion.
>>
>> i think oculus should provide standard shader that you have to insert
>> in your rendering process.
>>
>> the only problem is that you have to do 2 rendering : one for each eye.
>> The best solution is to do a 3 pass rendering :
>> 1st : left eye view without distortion, rendered in a frame buffer
>> 2nd : right eye view (no distortion / framebuffer)
>> 3rd : using the 2 previous texture and a shader, render the final image
>>
>> cheers
>> c
>>
>>
>> Le 25/07/2013 12:04, Michael Mihocic a écrit :
>>> Dear list,
>>>
>>> we are using GEM with a head-mounted-display to present a virtual
>>> world to subjects performing acoustic localization experiments.
>>>
>>> Now we plan to switch from our current HMD to Oculus Rift (an
>>> upcoming virtual reality head-mounted display). Therefore we need to
>>> modify our image and add (asymetric) barrel distortion to the
>>> represented image. (The image distortion is compensated by the lenses
>>> in Oculus Rift.)
>>>
>>> My questions now:
>>> - Is there an easy solution to implement barrel distortion to the
>>> rendered window in GEM?
>>> - Does anybody of you already have some experience with GEM together
>>> with Oculus Rift?
>>>
>>> Since attachments should be avoided in this list, I do not send any
>>> example pictures of the distortion or our current presented world. If
>>> you are interested you can either contact me and I can send you some
>>> screenshots, or you can google for example images/videos of Oculus
>>> Rift distortion.
>>>
>>> Thanks in advance and best regards, Michael
>>>
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>
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-- 
Michael Mihocic
Psychoacoustics & Experimental Audiology
Acoustics Research Institute <http://www.kfs.oeaw.ac.at/>
Austrian Academy Of Sciences <http://www.oeaw.ac.at/>
Wohllebengasse 12-14 / 1
A-1040 Vienna, Austria
Tel: +43 (1) 51581 2515 (Office)
Tel: +43 (1) 51581 2525 (Lab)
Fax: +43 (1) 51581 2530
michael.mihocic at oeaw.ac.at <mailto:michael.mihocic at oeaw.ac.at>
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