[GEM-dev] Oculus Rift distortion/support

Jack jack at rybn.org
Thu Sep 12 10:38:35 CEST 2013


Hello,

Le 12/09/2013 07:37, Michael Mihocic a écrit :
> 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
In vertex shader, you need (minimum required) to give a value to the
vec4 gl_Position (position of the current vertex).
If you omit to do it you get that error.
++

Jack


>      [glsl_program]: Link failed!
>
> Br, Michael
>
> -------- Original Message --------
> Subject: Re: [GEM-dev] Oculus Rift distortion/support
> From: Antoine Villeret <antoine.villeret at gmail.com>
> To: Cyrille Henry <ch at chnry.net>
> Cc: Michael Mihocic <michael.mihocic at oeaw.ac.at>, gem-dev <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 <mailto: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 <mailto:ch at chnry.net>>
>>         To: gem-dev at iem.at <mailto: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 <mailto:jack at rybn.org>>
>>                 To: gem-dev at iem.at <mailto:gem-dev at iem.at>
>>                 Date: 25.07.2013 12 <tel: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
>>
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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
>>                 <tel:%2B43%20%281%29%2051581%202515> (Office)
>>                 Tel: +43 (1) 51581 2525
>>                 <tel:%2B43%20%281%29%2051581%202525> (Lab)
>>                 Fax: +43 (1) 51581 2530
>>                 <tel:%2B43%20%281%29%2051581%202530>
>>                 michael.mihocic at oeaw.ac.at
>>                 <mailto:michael.mihocic at oeaw.ac.at>
>>                 <mailto:michael.mihocic at oeaw.ac.at
>>                 <mailto:michael.mihocic at oeaw.ac.at>>
>>
>>
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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 <tel:%2B43%20%281%29%2051581%202515>
>>         (Office)
>>         Tel: +43 (1) 51581 2525 <tel:%2B43%20%281%29%2051581%202525>
>>         (Lab)
>>         Fax: +43 (1) 51581 2530 <tel:%2B43%20%281%29%2051581%202530>
>>         michael.mihocic at oeaw.ac.at
>>         <mailto:michael.mihocic at oeaw.ac.at>
>>         <mailto:michael.mihocic at oeaw.ac.at
>>         <mailto:michael.mihocic at oeaw.ac.at>>
>>
>>
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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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> GEM-dev mailing list
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