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.ville...@gmail.com>
To: Michael Mihocic <michael.miho...@oeaw.ac.at>
Cc: Cyrille Henry <c...@chnry.net>, gem-dev <gem-dev@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.miho...@oeaw.ac.at <mailto:michael.miho...@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.ville...@gmail.com>
    <mailto:antoine.ville...@gmail.com>
    To: Cyrille Henry <c...@chnry.net> <mailto:c...@chnry.net>
    Cc: Michael Mihocic <michael.miho...@oeaw.ac.at>
    <mailto:michael.miho...@oeaw.ac.at>, gem-dev <gem-dev@iem.at>
    <mailto:gem-dev@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 <c...@chnry.net <mailto:c...@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 <c...@chnry.net <mailto:c...@chnry.net>>
            To: gem-dev@iem.at <mailto:gem-dev@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 <j...@rybn.org <mailto:j...@rybn.org>>
                    To: gem-dev@iem.at <mailto:gem-dev@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.miho...@oeaw.ac.at
                    <mailto:michael.miho...@oeaw.ac.at>
                    <mailto:michael.miho...@oeaw.ac.at
                    <mailto:michael.miho...@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.miho...@oeaw.ac.at
            <mailto:michael.miho...@oeaw.ac.at>
            <mailto:michael.miho...@oeaw.ac.at
            <mailto:michael.miho...@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.miho...@oeaw.ac.at <mailto:michael.miho...@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.miho...@oeaw.ac.at <mailto:michael.miho...@oeaw.ac.at>
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