Rik Cabanier

Results 462 comments of Rik Cabanier

> @cabanier from [immersive-web/webxr#1358 (comment)](https://github.com/immersive-web/webxr/issues/1358#issuecomment-1932759062) > > > Looking at our code, we emit "oculus-hand", "generic-hand" and "generic-hand-select". > > Does VSP just emit "generic-hand"? Is Quest browser still allowed...

@alcooper91 proposed that we set up another repo that defines the list of semantic labels that both hit test and planes can refer to.

This commit adds support for hole punching of Quad and Cylinder layers: https://github.com/mrdoob/three.js/pull/25254/commits/ea1fad2b919fd51dfc4fafed68b8859393684f6c This allows layers to mix with the VR scene. The PR is stuck since January :-\

It's actually only a very small change (1 extra check) but for some reason it looks large in the diff because it got confused.

As it turns out, this is something that is also needed on the Quest side. The Quest OpenXR depth extension exposes a pose and the fov that should be exposed...

After talking to our people working on depth sensing, we potentially need another change to the interface and we *might* need update to how occlusion is implemented. I invited one...

> I know I keep mentioning it but is it possible to have a simpler dedicated interface for Occlusion because it's what most people will use it for and another...

> While there is an additional cost to be paid to shift the pixels, either the UA or the site is ultimately going to have to pay it, and allowing...

> I think all of this would also be possible through use of a secondary view, which IIRC should already have it's own fov and pose and then this becomes...