Rik Cabanier
Rik Cabanier
/facetoface
> FWIW, https://www.w3.org/TR/webxr-ar-module-1/#xr-compositor-behaviors defines blending modes for compositing the rendered buffers., i.e. "source-over" vs "lighter" for alpha-blend and additive environment blending respectively. The linked formulas appear to assume linear color...
> * The gamma transfer function is applied too few or too many times, resulting in too-bright or too-dark output. This would happen if there's a mismatch between the application...
@Artyom17 and I have brought this up before as something that WebXR could address.. The controllers need an additional offset to be perfectly placed and we ended up hardcoding that...
For reference, this is the [issue](https://github.com/immersive-web/webxr/issues/958).
/agenda discuss where we can get the hand model from. Also, should we standardize the name of the hands? (ie on quest, the UA reports `Oculus hand`)
I'm unsure if we should have different hands for different platforms. Shouldn't we all use the same hand model?
If a model is allowed to overflow the element's viewport, it could interfere with the browser's chrome or make parts of the page hard to access. It needs to be...
As mentioned earlier, the quest browser is exposing haptics and they're use quite a bit by developers. We just released a new controller that has 3 sets of haptic actuators...
Unlike planes, meshes are very big and change constantly. I think we can create a module that just deals with meshing. The simplest approach would be to add an optional...