Re: [GEM-dev] Oculus Rift distortion/support

2013-09-12 Thread Antoine Villeret
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

  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.comantoine.ville...@gmail.com
 To: Cyrille Henry c...@chnry.net c...@chnry.net
 Cc: Michael Mihocic michael.miho...@oeaw.ac.atmichael.miho...@oeaw.ac.at,
 gem-dev gem-dev@iem.at 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

 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
 To: 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
 To: gem-dev@iem.at
 Date: 25.07.2013 12 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

Re: [GEM-dev] Oculus Rift distortion/support

2013-09-12 Thread Jack
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.ville...@gmail.com
 To: Cyrille Henry c...@chnry.net
 Cc: Michael Mihocic michael.miho...@oeaw.ac.at, gem-dev 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

Re: [GEM-dev] Oculus Rift distortion/support

2013-09-12 Thread Cyrille Henry



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.ville...@gmail.com
To: Cyrille Henry c...@chnry.net
Cc: Michael Mihocic michael.miho...@oeaw.ac.at, gem-dev 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

Re: [GEM-dev] Oculus Rift distortion/support

2013-09-12 Thread IOhannes m zmoelnig
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 2013-09-12 10:11, Antoine Villeret wrote:
 so after converting all the .vert and .frag files to UNIX line
 ending, it works (!!?? windows donesn't understand itself ???)

unfortunately a Gem bug.
 i think it has been fixed a while ago.

it probably IS time to do a release :-)

fgmasdf
IOhannes
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.14 (GNU/Linux)
Comment: Using GnuPG with Icedove - http://www.enigmail.net/

iEYEARECAAYFAlIxnvAACgkQkX2Xpv6ydvTpXwCgine/GeKbngY5UGVEQ7vOB5m/
7AkAoJXEGx2OR9+PYYsr0oCJq2Tn0Bsr
=EmLO
-END PGP SIGNATURE-

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Re: [GEM-dev] Oculus Rift distortion/support

2013-09-11 Thread Michael Mihocic

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:


- 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
To: gem-dev@iem.at
Date: 25.07.2013 12:22

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 (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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Re: [GEM-dev] Oculus Rift distortion/support

2013-09-11 Thread Michael Mihocic

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
To: 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
To: gem-dev@iem.at
Date: 25.07.2013 12:22

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 (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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Re: [GEM-dev] Oculus Rift distortion/support

2013-09-11 Thread Cyrille Henry

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
To: 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
To: gem-dev@iem.at
Date: 25.07.2013 12:22

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 (Office)
Tel: +43 (1) 51581 2525 (Lab)
Fax: +43 (1) 51581 2530
michael.miho...@oeaw.ac.at mailto:michael.miho

Re: [GEM-dev] Oculus Rift distortion/support

2013-09-11 Thread Antoine Villeret
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

 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-extendedhttp://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
 To: 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=2https://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
 To: gem-dev@iem.at
 Date: 25.07.2013 12:22

 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

Re: [GEM-dev] Oculus Rift distortion/support

2013-07-25 Thread Cyrille Henry

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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GEM-dev mailing list
GEM-dev@iem.at
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Re: [GEM-dev] Oculus Rift distortion/support

2013-07-25 Thread Jack
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@iem.at
 http://lists.puredata.info/listinfo/gem-dev


___
GEM-dev mailing list
GEM-dev@iem.at
http://lists.puredata.info/listinfo/gem-dev