Rik Cabanier
Rik Cabanier
Thanks for catching! the algorithm should clear the array, not set it to null
Your proposal is very close to the one that was made for [canvas hit regions](https://github.com/whatwg/html/issues/3407). However, in this case, it *might* make more sense to draw pixels instead of paths...
/agenda define a signal to tell the developer that room setup finished iniitializing
> Ideally this could also be plugged into the textures from the lighting estimation API under the hood for AR uses > […](#) Using lighting estimation would require a permission...
> In order for models to be rendered appropriately within the context of web document, it might be useful to give developers some means of controlling the IBL. > >...
@mrdoob thoughts? This will reduce overhead on mobile gpu's. I'm still trying to find out where that invalidOperation error is coming from. :-\
> I'm thinking of refactoring the current implementation. I'll work on it tomorrow. Sounds good! That gl warning is throwing me for a loop so maybe it will go away...
If you want to debug renderpasses, you could use [ovrgpuprofiler](https://developer.oculus.com/documentation/unity/ts-ovrgpuprofiler/) If you see depth being stored/loaded, there is a problem.
> Hmm... Does the Quest Pro support depth sensing? It does not unfortunately.
> I'm thinking of refactoring the current implementation. I'll work on it tomorrow. Did you end up refactoring it?