[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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