Hello Cyrille!
Thank you again! That was the problem, you were right!! I was searching
for a bug or explanation among the wrong objects
I think it should be working now! I try to implement it to a more
complex world.
Br, Michael
Original-Nachricht
Betreff: Re: Oculus Rift shader in pd/Gem
Von: Cyrille Henry c...@chnry.net
An: Michael Mihocic michael.miho...@oeaw.ac.at, pd-liste List
PD-list@iem.at
Datum: 31.10.2013 17:13
hello Michael,
translate did not work because the shader did not use the
transformation matrix (that translate, scale etc are modifying). the
shader use texture corrdinate as vertex position.
see this line in the vert shader :
gl_Position = gl_Vertex;
usually you have somthing like :
gl_Position = ftransform();
cheers
c
Le 31/10/2013 16:31, Michael Mihocic a écrit :
Hy Cyrille,
based on your example I could implement the Rift shadering and I can
render the left and right eye seperatly. Thank you once again!
But the two shadered images (left and right) are behind each other
and I cannot use translateXYZ (x-axis translation) to move them to
their sides!? Do you have any idea?? The attached example
(rift_example.pd) includes more comments and is probably a better
explanation...
Br, Michael
Original-Nachricht
Betreff: [GEM-dev] Fwd: Re: Oculus Rift distortion/support
Datum: Sun, 27 Oct 2013 18:51:33 +0100
Von: Michael Mihocic michael.miho...@oeaw.ac.at
An: gem-...@iem.at
Hy Cyrille,
thank you again for your quick reply!!
Good idea, I also replied to the Gem list! (I'm not registered at the
pd list...)
(Sorry, if someone might be annoyed about my attachments...)
Attached you can find my progress so far but I have to mention that
my scripts are still under construction - and not only the
parameters far from optimized ;-)
My example consists of:
- rift_list.pd- is the pd patch to be started, follow the
instructions on top of the file
- riftshader.pd is used for the distortion parameters, when using the
shaders:
- r4.frag/r4.vert are the shader files
- test.jpg is just any test file which will be distorted
I'm not using gemframebuffers in my patch. Currently I am simply
loading 2 times the same image and processing the barrel distortions
on each half of the image, left and right.
But as I described below, our actual world does not consist of one
image but of many objects (spheres, cubes, lines,...) within a big
sphere, and the user can rotate his head inside the sphere.
((tracking will not be done with Oculus Rift tracker))
- theoretically, my perfect solution would be to apply the
distortion to the entire stereo gemwin somehow!? ;-)
Following the idea of your patch and introducing gemframebuffers, do
you think I can realize it that way:
- every object needs to be rendered twice instead of once, and in a
framebuffer, sent to the abstraction gemhead_rift
- the barrel distortion is applied in the abstraction gemhead_rift,
the parameters depending on left or right
- instead of using stereo, I create a wider window and add
X-axis-translation
Do you think it should work that way?
Br, Michael
--
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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