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I'd like to discuss aspects that are worthy of committing back to the default TypeDoc theme from the recent work that I have released that addresses some general issues. I will include a general annou…
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The spec just states the definitions of auxiliary and primary input sources:
> An [XR input source](https://www.w3.org/TR/webxr/#xr-input-source) is a primary input source if it supports a primary ac…
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We need to support multisampled multview rendering, but how to do so is tricky.
Since we are using texture arrays for multiview, there are two options:
* Multisampled framebuffers: [OVR_multiview_…
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### Description
In WebXR on the Quest 3, I can easily change the Hand material with MeshPhongMaterial for example and specific textures,
BUT when I try to create my own ShaderMaterial it breaks th…
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I am using the google modelviewer to view the 3D and then further use the AR functionality to view the object in AR form , my 3D is working perfectly fine , i have multiple 3D gltf files which i am su…
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Hi,
I am developing an application written with OpenVR that video streams to WebXR frontend. I know projectionMatrix must not be decomposed into raw angles as mentioned in #461 and #575. But to the b…
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I have found some references for react-vr. Could you help me with react-360?
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In this document (https://github.com/opengeospatial/GeoPoseWeb/blob/main/Discussion_for_Web_Site_Design.adoc) introducing issues on which to decide, the first item is the definition of sections and su…
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**Describe the bug**
Unity XR hands not appearing in Web.
**To Reproduce**
Follow Unity XR Hands + WebXR: How To https://www.youtube.com/watch?v=NDlc11CgnQM
Steps to reproduce the behavior:
…
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There haven't been updates to the spec in quite a while and the current one doesn't reflect decisions that were made since (ie make derive from )
/facetoface how can we make more progress on the mod…