Rik Cabanier
Rik Cabanier
> Have you tried replacing for testes your code `renderer.xr.applyOcclusion()` with? > > ```js > scene.traverse( ( object ) => { > > if ( object.material ) { > >...
> > Isn't that expected? Or are you saying that the current code disappears all objects? > > Yes, works as expected, just answering the previous question about: masknode only...
> Just know that WebXR specification allows for an arbitrary number of views, so rendering can't exclusively be done with `OVR_multiview2` or Meta's version, and a fallback would be needed....
> I am due to get a Quest to test multiview integration I needed to do. I suppose multiview extension render will need to go into webgpu if there is...
> 1. Enable WebXR on the WebGL2 backend of WebGPURenderer > _possible today, not blocked, does not require WebGPU-WebXR specification to advance_ Yes, this should work fine. If not, let...
@Mugen87 do you have a quest to try this out?
> I think we can try it again in `WebGPURenderer` since we can easier handle different view matrices now. There is now `cameraIndex` which selects a matrix from an array...
> We should determine how we want to limit WebXR's accepted texture formats. Either by putting a static list in the spec like WebGPU or by explicitly advertising the formats...
> Following the WebGPU approach seems reasonable. Specifically, supporting the `viewFormats` approach would be great for srgb, as the native format for some devices is `bgra8unorm-srgb` What device has srgb...
> > I think we should only allow the preferred one since WebXR is so sensitive to performance. > > This is definitely a factor worth considering, though I think...