Closed sjando closed 7 years ago
The holographic effect in ThreeJS won't hit 60fps. I don't think we should include it in the sample.
The new holographic settings are not projected to the script and either don't take effect or break the script (in the threejs sample).
I'm wondering if we should not expose the advanced rendering mode, given that it's not standard. Might be better to think about a WebVR mode.
Yeah, this was code I had lying around but I honestly can't see any use case for advanced mode now, probably just confuses things. A WebVR mode would make a lot more sense.
Added a new sample app (AdvancedApp) which is similar to SampleApp but manages the stereo rendering manually rather than using the auto-stereo mode. Updated ThreeJSApp scripts to work automatically in either mode using https://github.com/sjando/three-holographic. Closes Microsoft/HoloJS#82
Note that even without auto-stereo enabled there is still a bit of automatic magic happening in ANGLE-holographic to manage the multiple render targets, not sure if it's possible to have an implementation where all of this is handled script-side with WebGL 1.0. For now I can't think of many use cases for not using auto-stereo mode in general, but good to have an example for completeness.