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@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 ch@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 jack@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-devhttp://lists.puredata.info/listinfo/gem-dev
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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.mihocic@oeaw.ac.at <mailto:michael.mihocic@oeaw.**ac.atmichael.mihocic@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 (Office) Tel: +43 (1) 51581 2525 (Lab) Fax: +43 (1) 51581 2530 michael.mihocic@oeaw.ac.at <mailto:michael.mihocic@oeaw.**ac.atmichael.mihocic@oeaw.ac.at
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