Re: [GEM-dev] Oculus Rift distortion/support
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
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
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
-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- ___ GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev
Re: [GEM-dev] Oculus Rift distortion/support
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 ___ 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 -- 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 ___ GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev
Re: [GEM-dev] Oculus Rift distortion/support
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 ___ 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 -- 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 ___ GEM-dev mailing list GEM-dev@iem.at http
Re: [GEM-dev] Oculus Rift distortion/support
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 ___ 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 -- 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
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
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
Re: [GEM-dev] Oculus Rift distortion/support
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