[GEM-dev] Oculus Rift distortion/support

Cyrille Henry ch at chnry.net
Wed Sep 11 12:03:42 CEST 2013



Le 11/09/2013 08:35, Michael Mihocic a écrit :
> 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:
>
are you really sure you did not modifies oher things in the shader code?
if so, could you send them to me so that i can check.
c


> - 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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