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WebXR Polyfill broken with latest three.js #170

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danrossi opened this issue May 21, 2023 · 1 comment
Open

WebXR Polyfill broken with latest three.js #170

danrossi opened this issue May 21, 2023 · 1 comment

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@danrossi
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I’m not sure at what point it stopped working. The project seems to be vacant and I tried to depreciated it but got complaints. I’ve narrowed it down which features the polyfill stops working on. The equi video and stereo video. With equi video the distorter is black and when exiting rendering is broken and complains about a buffer missing. With sterep video the right eye flashes then dissapears.

The rollercoaster example is the only one I found to be working so far. Any ideas before continue to debug ?

These can be tested on Firefox desktop with webxr disabled.

My build uses the forked cardboard display to fix IOS fullscreen issues and IOS device detection. I had to fork this project for IOS detection also.

Any ideas please ?

https://dev.electroteque.org/three/examples/webxr_vr_rollercoaster.html

Stereo video right eye is broken. Any stereo video setup is missing the right eye

http://dev.electroteque.org/three/examples/webxr_vr_video.html

equi video, no distortion rendering is black then returns as a black frame. Rendering breaks.

http://dev.electroteque.org/three/examples/webgl_video_panorama_equirectangular.html

@danrossi
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I found this framebuffer config works in WebXR I think. But exiting causes framebuffer errors. So there is a bug setting buffers back up.

http://dev.electroteque.org/three/examples/webxr_vr_video2.html

I'm not sure if mono works. Its the same texture across both eyes

http://dev.electroteque.org/three/examples/webgl_video_panorama_corrected2.html

    window.polyfill = new WebXRPolyfill({
			  webvr: true,
	  cardboard: true,
			   allowCardboardOnDesktop: true,
			   cardboardConfig: {
				DIRTY_SUBMIT_FRAME_BINDINGS: true
			   }
			   
			});

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