Rik Cabanier
Rik Cabanier
> The other change that I suggested also FWIW was to lazily shift the pixels which would give the page a bit more control over the performance. Though I obviously...
documentation on the OpenXR depth extension: https://developer.oculus.com/documentation/native/android/mobile-depth/
> > documentation on the OpenXR depth extension: https://developer.oculus.com/documentation/native/android/mobile-depth/ > > Thanks! I'll take a look, FYI that the other link you sent 404s for me (Not sure how Github...
I was told that the OpenXR API returned near and far plane as well as fov to make sure that the code that calculates the scene will use the same...
> > I was told that the OpenXR API returned near and far plane as well as fov to make sure that the code that calculates the scene will use...
> I'm also reluctant to enforce data transformation to a specific space. As @bialpio points out there's probably different spaces that make sense for different use cases, and if we're...
> * exposing depthFar is easy, but may break mental model of the app developers (because depthFar can be +Inf). Yes, we return depthFar as infinity and had to make...
> Implementation of Threejs suggest other diversions from the spec too. Like: https://immersive-web.github.io/webxr/#dictdef-xrsessioninit is not respected by the [implementation](https://github.com/mrdoob/three.js/issues/23881#issuecomment-2109237219) . SessionInit is respected by all implementations. Does Quest browser diverge?
@bialpio what do you think?
> Any update on this PR? @toji ?