[GEM-dev] Oculus Rift distortion/support

Michael Mihocic michael.mihocic at oeaw.ac.at
Mon Sep 16 08:06:25 CEST 2013


Good morning!!

My graphic card is a GeForce GT 430 which supports Shader Model 5.0. I 
just updated its drivers.
(Until now I used also one screen with my onboard card, which I disabled 
now.)

I'm still receiving the following error message when I'm using the 
"bang" on the top of example "01.simple_texture". Interestingly the link 
error numbers in the first 2 rows switch alternatingly between 1.5 and 
3.5 (when I repeat pressing the bang).

     linking: link _1.5_ 4.5
     linking: link _1.5_ 2.5
     [pix_texture]: using mode 0: TEXTURE_2D
     [glsl_program]: Info_log:
     [glsl_program]: Vertex info
     -----------
     (0) : error C5145: must write to gl_Position

     [glsl_program]: Link failed!

Do you have any ideas what else I could try?? I want to use different 
shaders in GEM but I can't even use the example shaders so far...

Br, Michael

-------- Original Message --------
Subject: Re: [GEM-dev] Oculus Rift distortion/support
From: Antoine Villeret <antoine.villeret at gmail.com>
To: Michael Mihocic <michael.mihocic at oeaw.ac.at>
Cc: Cyrille Henry <ch at chnry.net>, gem-dev <gem-dev at iem.at>
Date: 12.09.2013 10:11
> 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 
> <mailto: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>
>     <mailto:antoine.villeret at gmail.com>
>     To: Cyrille Henry <ch at chnry.net> <mailto:ch at chnry.net>
>     Cc: Michael Mihocic <michael.mihocic at oeaw.ac.at>
>     <mailto:michael.mihocic at oeaw.ac.at>, gem-dev <gem-dev at iem.at>
>     <mailto: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
>>
>>                             _______________________________________________
>>                             GEM-dev mailing list
>>                             GEM-dev at iem.at <mailto:GEM-dev at iem.at>
>>                             http://lists.puredata.info/listinfo/gem-dev
>>
>>
>>                         _______________________________________________
>>                         GEM-dev mailing list
>>                         GEM-dev at iem.at <mailto: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
>>                     <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>>
>>
>>
>>                     _______________________________________________
>>                     GEM-dev mailing list
>>                     GEM-dev at iem.at <mailto:GEM-dev at iem.at>
>>                     http://lists.puredata.info/listinfo/gem-dev
>>
>>
>>                 _______________________________________________
>>                 GEM-dev mailing list
>>                 GEM-dev at iem.at <mailto: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
>>             <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>>
>>
>>
>>             _______________________________________________
>>             GEM-dev mailing list
>>             GEM-dev at iem.at <mailto:GEM-dev at iem.at>
>>             http://lists.puredata.info/listinfo/gem-dev
>>
>>
>>         _______________________________________________
>>         GEM-dev mailing list
>>         GEM-dev at iem.at <mailto: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 <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>
>
>

-- 
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>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.puredata.info/pipermail/gem-dev/attachments/20130916/8039a92e/attachment-0001.htm>


More information about the GEM-dev mailing list