Open hybridherbst opened 2 years ago
it appears this is due to the first camera in the array being used for culling, this may be on three.js' end as it may not be expecting the other cameras that are part of the XR view to be as far away as they are. We'll need to look into this one further
I thought three calculates a frustum that is guaranteed to include all immersive session cameras but maybe that is only working for 2 cams? Not sure. Looking forward to what you find!
It seems that the culling calculations don't take the full frustum into account: when one has a scene with smaller objects, these get culled away ~10% of the screen width away from the sides of the screen, leading to visible popping of objects:
(probably you have to look at this on a Looking Glass Portrait, but you can already see some "popping" happening in this recording)
https://user-images.githubusercontent.com/2693840/201499541-9a3694c2-f69c-4254-8d97-03d453fc68eb.mp4