Rik Cabanier
Rik Cabanier
> @cabanier we already made it :) Thanks! I moved the spec to https://immersive-web.github.io/real-world-meshing/mesh-detection.html
ah. Sure, I will update the repo with that filename.
Quest browser is running this as an experimental feature and I need some clarification on behavior: - what happens if the `offerSession` call is made more than once? - how...
This is an implementation and not a spec issue. Please contact the vendor for support
> According to @toji the expected behavior is that apps should use sRGB output encoding, matching what they'd use for plain 2D rendering to a canvas. This is correct, as...
> > This is correct, as in: the OS should treat the buffer that is produced by WebXR (or WebGL canvas) as sRGB. > > I think we're in agreement...
> > At the end it has to convert to sRGB > > That's a bit misleadingly phrased.That's the case for a traditional display pipeline, but in the end it's...
> > If you create a swapchain in linear RGB, the compositor will apply a conversion which will drop precision and make it look too bright. This is why it...
> Thanks for the discussion. I can hardly follow :). My two cents. regardless of specifics of a solution I agree behavior should be consistent on regular WebGL and immersive,...
> > The browser creates linear output values. The compositor is supposed to treat it like sRGB and not do any conversion. > > That sounds wrong, and I don't...