[GEM-dev] Oculus Rift distortion/support

Antoine Villeret antoine.villeret at gmail.com
Thu Sep 12 10:11:47 CEST 2013


sorry, I should have read your emails more carefully...
so after converting all the .vert and .frag files to UNIX line ending, it
works (!!?? windows donesn't understand itself ???)
and now, all examples work, but the 06., 11. and 12. because of my virtual
hardware and the 10. due to this error : "GL: débordement négatif de la
pile" (sic)

Michael, what is your graphic card ? does it support shader ? are the
drivers up to date ?

+
a
--
do it yourself
http://antoine.villeret.free.fr


2013/9/12 Michael Mihocic <michael.mihocic at oeaw.ac.at>

>  Thank you Antoine, this error can be fixed, when you replace all CRLF by
> CR in the shader files (eg. with Notepad++).
>
> Does someone else know the error message, when loading shader files??
>
>      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!
>
> Br, Michael
>
> -------- Original Message --------
> Subject: Re: [GEM-dev] Oculus Rift distortion/support
> From: Antoine Villeret <antoine.villeret at gmail.com><antoine.villeret at gmail.com>
> To: Cyrille Henry <ch at chnry.net> <ch at chnry.net>
> Cc: Michael Mihocic <michael.mihocic at oeaw.ac.at><michael.mihocic at oeaw.ac.at>,
> gem-dev <gem-dev at iem.at> <gem-dev at iem.at>
> Date: 11.09.2013 20:14
>
> hi,
>
>  I confirm that the example "01.simple_texture.pd" doesn't work for me on
> Windows 7 with pd-extended 0.44-0 and Gem 0.93.3
> And none of the 10.glsl/ example work.
>  All send the same errors:
>    [glsl_vertex]: error reading file
>    [glsl_fragment]: error reading file
>
>  +
>  a
>
>
> --
> do it yourself
> http://antoine.villeret.free.fr
>
>
> 2013/9/11 Cyrille Henry <ch at chnry.net>
>
>> 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 <25.07.2013%2012>: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
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> GEM-dev mailing list
>>>>>> GEM-dev at iem.at
>>>>>> http://lists.puredata.info/listinfo/gem-dev
>>>>>>
>>>>>
>>>>> --
>>>>> 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 <%2B43%20%281%29%2051581%202515> (Office)
>>>>> Tel: +43 (1) 51581 2525 <%2B43%20%281%29%2051581%202525> (Lab)
>>>>> Fax: +43 (1) 51581 2530 <%2B43%20%281%29%2051581%202530>
>>>>> michael.mihocic at oeaw.ac.at <mailto:michael.mihocic at oeaw.ac.at>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> GEM-dev mailing list
>>>>> GEM-dev at iem.at
>>>>> http://lists.puredata.info/listinfo/gem-dev
>>>>>
>>>>>
>>>> _______________________________________________
>>>> GEM-dev mailing list
>>>> GEM-dev at iem.at
>>>> http://lists.puredata.info/listinfo/gem-dev
>>>>
>>>
>>> --
>>> 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 <%2B43%20%281%29%2051581%202515> (Office)
>>> Tel: +43 (1) 51581 2525 <%2B43%20%281%29%2051581%202525> (Lab)
>>> Fax: +43 (1) 51581 2530 <%2B43%20%281%29%2051581%202530>
>>> michael.mihocic at oeaw.ac.at <mailto:michael.mihocic at oeaw.ac.at>
>>>
>>>
>>> _______________________________________________
>>> GEM-dev mailing list
>>> GEM-dev at iem.at
>>> http://lists.puredata.info/listinfo/gem-dev
>>>
>>>
>> _______________________________________________
>> GEM-dev mailing list
>> GEM-dev at iem.at
>> http://lists.puredata.info/listinfo/gem-dev
>>
>
>
> --
> 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
>
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