Rik Cabanier
Rik Cabanier
> @cabanier why not just build on the current proposal? Are you referring to [this proposal](https://github.com/immersive-web/real-world-geometry/issues/6#issuecomment-487591242)? I think it's not that different from mine. Having the request for meshes (and...
> I would argue that we should ask for a general `world-geometry` permission there, and then use `updateWorldSensing` to provide the details. At least for us, hand sensing uses a...
New classes to request or ask for support of world and local meshing: ``` enum XRMeshingOptions { "off", "low-quality", "medium-quality", "high-quality }; dictionary XRSessionOptions { XRMeshingOptions worldMeshQuality = "off", XRMeshingOptions...
> * Do we plan on allowing the application to reconfigure the mesh sensing after a session was already created, or can configuration only happen at session creation? In my...
Here is my three.js sample code: ``` let metadata = renderer.vr.consumeMetadata(); // returns metadata of the frame if (metadata !== null) { let vrWorldMesh = metadata.worldMesh; if (vrWorldMesh) { console.log("got...
> > > * It might be better to use `DOMPointReadOnly`s for vertex data and for normals - this is what main WebXR spec seems to be using to represent...
@blairmacintyre @bialpio I created a proposal on my personal github: https://cabanier.github.io/real-world-geometry/webxrmeshing-1.html Can you take a look and let me know what you think?
> Thanks, the example code helps a lot! > > > For detecting objects and interacting with the environment, I suspect that simpler and stable constructs are the better way...
> I meant the meshes are needed useful for lighting (e.g., shadows, reflections) and physics. Obviously lighting and physics are not needed for occlusion. yes, they are indeed needed for...
Unfortunately, there has been no movement on this feature since I left my previous company. I would love if the group picked this topic up again especially for hands. Meshes...