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OculusRiftEffect.js not respecting the alpha of the renderer

Open Fygo opened this issue 11 years ago • 3 comments

Hi, I was trying to place another canvas under the canvas that the three.js/OculusRiftEffect.js uses. The underlying canvas should be visible through the canvas that the oculusriftefect.js renders:

renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true }); renderer.setClearColor(0xFFFFFF, 0);

However, seems like the oculus rift effect doesn't render this transparent at all, for some reason the background is always opaque. I am not quite sure whether I am doing something wrong or this is simply how it works. Is this a bug or is this intentional? Changing the HEX of the clear color does change the background color in the effect but it never changes its transparency. Any advice appreciated. Thaks a lot.

Fygo avatar Oct 30 '14 21:10 Fygo

same problem here. don't know why it doesn't respect it :(

mr-pascal avatar Apr 05 '16 14:04 mr-pascal

Which Browser,Oculus and runtime are you using? With newer configuration i noticed that you can see only what is rendered with WebGL and the rest is ignored. I have in the queue some changes, that get rid of any native HTML UI and uses only 3D elements.

troffmo5 avatar Apr 05 '16 18:04 troffmo5

I tried it on Desktop Google Chrome v49.0.2623.110 m Didn't used a oculus, just let it run in the browser. Three.js r69 and the OculusRiftEffect.js from the example folder

mr-pascal avatar Apr 06 '16 06:04 mr-pascal