danrossi / three-vr-controls

VRController integration with Reticulum
https://github.com/danrossi/three-vr-controls
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Read this message. Please respond #1

Open CrazyH2 opened 6 months ago

CrazyH2 commented 6 months ago

Hello @danrossi,

I recently came across WebXR and thought about making the polyfill work for iOS, and then I found you through a discussion on a three.js issue.

Would you be willing to work on a project together to make WebXR work for iOS.

I have a MacBook, so I can make the js code into a safari extension and publish it on the app store which means you can access any WebXR website and don't need the website's creator to add it. (I already have a dev account)

If your interested I would love to help you and make a fix.

Here is my current projects: https://github.com/CrazyH2/XRCard (it uses the cardboard-vr-display) and https://github.com/CrazyH2/webxr-ios (A complete rewrite)

Thanks, CrazyH

My discord is thehuckle.

danrossi commented 6 months ago

It's ok you can use this. I'll have a look. However those projects are completely broken and deprecated. I've had to make a modified version of the cardboard display for IOS detection fixes. For fullscreen VR rendering I have a hack for Iphone using a second video as the fullscreen render not canvas. So it would have to use that. They never implemented html fullscreen.

I think the lens distortion gl code is broken working with threejs. And breaks trying to go back to threejs

https://github.com/danrossi/cardboard-vr-display https://github.com/danrossi/canvas-pip-fullscreen I tried to go a different method. A lens distortion applied to three.js WebXR camera but I failed to get it work for stereo camera view. It's still waiting for fixes. So given up on that.

https://github.com/pmndrs/postprocessing/blob/main/src/effects/LensDistortionEffect.js

CrazyH2 commented 6 months ago

It's ok you can use this. I'll have a look. However those projects are completely broken and deprecated. I've had to make a modified version of the cardboard display for IOS detection fixes. For fullscreen VR rendering I have a hack for Iphone using a second video as the fullscreen render not canvas. So it would have to use that. They never implemented html fullscreen.

I think the lens distortion gl code is broken working with threejs. And breaks trying to go back to threejs

https://github.com/danrossi/cardboard-vr-display https://github.com/danrossi/canvas-pip-fullscreen I tried to go a different method. A lens distortion applied to three.js WebXR camera but I failed to get it work for stereo camera view. It's still waiting for fixes. So given up on that.

https://github.com/pmndrs/postprocessing/blob/main/src/effects/LensDistortionEffect.js

@danrossi Ok, I will make use of projects you have such as your fullscreen one.

I have already got the code for the stereo effect with the distortion effect. I just wondered if you wanted to help as you seemed interested. I will post more updates when I feel its needed.

I'm guessing this means you don't want to help as you are no longer interested but please let me know if I am wrong.