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Displaying pre-rendered stereo images or videos will require specification of stereo layout, which is currently mentioned for video quad layer. However, for stereo photos, stereo 180/360 panoramas it …
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This issue is related to #46
When a single texture is used, it is necessary to provide bias / scale for both eyes. Currently, only Equirect layer has that and only one pair of bias / scale.
How…
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The layers spec doesn't currently support devices with different resolutions for different views (e.g. the recording view is different from the left and right eyes). At the moment, when textures are a…
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I checked out the latest version of BabylonNative and built it on a windows 10 laptop with Visual Studio Community 2019. Everything works fine, but when I try and enter VR mode using windows mixed rea…
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We already support origin offset spaces, layers don't need to have a "transform"
```
interface XRCylinderLayer : XRLayer {
attribute XRReferenceSpace referenceSpace;
attribute XRRigidTransfo…
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The `XRWebGLLayer` interface https://immersive-web.github.io/webxr/#xrwebgllayer-interface provides a single framebuffer, with one viewport for each eye. When implementing this API for devices (e.g Ho…
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Current design of XRWebGLLayer allows only to use an opaque framebuffer. This approach won't work well with the layering system, or even with multiview (where texture array is required). Need to creat…
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I've suggested this before, but felt at the time it was more important to get some of the basic usage patterns nailed down first. Now that we've established the broad strokes of the API and I've got a…
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**Describe the bug**
Multiple errors when using SteamLinuxRuntime_soldier/run-in-soldier
This prevent the latest Proton (5.13) from running
**To Reproduce**
The following commands are to run i…
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Goals
- Expose the view/projection matrices for headsets.
- Support an arbitrary number of views (e.g. 6-view CAVE, 4-view foveated, 1-view AR).
Details
- A view is a regular pose (3-float p…