[GEM-dev] Oculus Rift distortion/support

Cyrille Henry ch at chnry.net
Thu Sep 12 11:26:11 CEST 2013



Le 12/09/2013 10:38, Jack a écrit :
> 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.
the shader Michael is trying do write to gl_Position.
the shader works for me...

c

> ++
>
> 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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