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 <[email protected]>
To: Cyrille Henry <[email protected]>
Cc: Michael Mihocic <[email protected]>, gem-dev <[email protected]>
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 <[email protected] <mailto:[email protected]>>

    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 <[email protected] <mailto:[email protected]>>
        To: [email protected] <mailto:[email protected]>
        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 <[email protected] <mailto:[email protected]>>
                To: [email protected] <mailto:[email protected]>
                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>
                [email protected] <mailto:[email protected]> 
<mailto:[email protected] <mailto:[email protected]>>


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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>
        [email protected] <mailto:[email protected]> 
<mailto:[email protected] <mailto:[email protected]>>


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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
[email protected] <mailto:[email protected]>


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