[GEM-dev] Oculus Rift distortion/support

Cyrille Henry ch at chnry.net
Wed Sep 11 17:48:37 CEST 2013


hello,

this shaders works for me.
i don't know the cause of the problem.

cheers
c


Le 11/09/2013 13:40, Michael Mihocic a écrit :
> Thanks again for your help!!
>
> What I did:
> - I downloaded and installed Pd-extended for Windows from here: http://puredata.info/downloads/pd-extended (v0.43.4, Windows Installer)
> - I started pd with "pd-extended.bat" in pd folder
> - When I'm running pd all GEM details are displayed (version,...) -> I guess GEM is loaded properly
> - I opened example patch 01.simple_texture.pd in folder \extra\Gem\examples\10.glsl
> - I can load the images but when I want to load the shader these error messages are displayed:
>      [glsl_vertex]: error reading file
>      [glsl_fragment]: error reading file
> - after replacing all CRLF by CR I receive different error messages, as I described below!?
> I could load neither .vert nor .frag files! I will send them to you in a seperate email.
> The files are existing and found by pd, otherwise I would receive a different error message....
>
> Br, Michael
>
> -------- Original Message --------
> Subject: Re: [GEM-dev] Oculus Rift distortion/support
> From: Cyrille Henry <ch at chnry.net>
> To: gem-dev at iem.at
> Date: 11.09.2013 12:03
>>
>>
>> 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
>>>>>>
>>>>> _______________________________________________
>>>>> GEM-dev mailing list
>>>>> GEM-dev at iem.at
>>>>> http://lists.puredata.info/listinfo/gem-dev
>>>>
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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>
>>>
>>>
>>> _______________________________________________
>>> GEM-dev mailing list
>>> GEM-dev at iem.at
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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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