This involves a few different changes. So far we have been forcing the blend mode to opaque because we were only supporting immersive-vr WebXR sessions. In order to properly support AR cases we need to select the blend mode depending on the session type and also the available blend modes provided by Wolvic. Also the device should advertise itself as AR capable.
However that is not enough for devices like Meta's Quest because they only support opaque blend modes although passthrough is supported via a special compositor layer. For those devices we need to notify Wolvic that the browser wants to start an immersive AR session so Wolvic could decide the exact mechanism to use, either an AR compatible blend mode (like for Pico4E) or a passthrough compositor layer (like in the case of Quest3).
This involves a few different changes. So far we have been forcing the blend mode to opaque because we were only supporting immersive-vr WebXR sessions. In order to properly support AR cases we need to select the blend mode depending on the session type and also the available blend modes provided by Wolvic. Also the device should advertise itself as AR capable.
However that is not enough for devices like Meta's Quest because they only support opaque blend modes although passthrough is supported via a special compositor layer. For those devices we need to notify Wolvic that the browser wants to start an immersive AR session so Wolvic could decide the exact mechanism to use, either an AR compatible blend mode (like for Pico4E) or a passthrough compositor layer (like in the case of Quest3).