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XR support? #452

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@Bossieh

Currently it seems XR is not supported, see related issue here: pmndrs/xr#205

Are there plans to support XR in the future?

Activity

  1. DanielMartinezSebastian commented on Feb 16, 2023

    @DanielMartinezSebastian

    I am interested in this topic. I am developing various XR features in React environments and I have the same question. Any suggestion about it?

  2. vanruesc commented on Mar 22, 2023

    @vanruesc
    Member

    Right, postprocessing effects are currently not stereo-aware. XR support will be addressed when v7 is complete.

  3. CodyJasonBennett commented on Jun 18, 2023

    @CodyJasonBennett
    Contributor

    three.js core has long needed fixes since implementing layers. See mrdoob/three.js#26160 which does so and implements WebXR rendering for postprocessing and three.js.

  4. danrossi commented on Jul 11, 2023

    @danrossi
  5. danrossi commented on Jul 12, 2023

    @danrossi
  6. CodyJasonBennett commented on Jul 12, 2023

    @CodyJasonBennett
    Contributor

    The effect is applied once to the whole viewport; the render pass should contain XR transforms. You can read from pose directly if you want to apply per-eye effects to keep it to 1 draw call -- it's notable that WebXR spec allows for any number of views which some devices have 6 or 100 of. Setting renderer.xr.enabled = false will opt out of XR transforms when rendering which all effects should be doing. I've already applied the necessary changes in https://codesandbox.io/s/kgjxfb which is waiting on mrdoob/three.js#26160.

  7. danrossi commented on Jul 12, 2023

    @danrossi
    Contributor

    Yes that works too. I'm sorry I don't understand how to modify the effect I made to do that so the distortion is applied to both cameras seperately. I've integrated your three changes into the tests. And updated RenderPass. I've only updated EffectPass.

    https://github.com/danrossi/postprocessing/blob/main/src/passes/RenderPass.js#L322

    Is those changes still needed ?

    I've integrated the webxr fixes into these demos.

    https://danrossi.github.io/postprocessing/public/demo/#bloom

  8. danrossi commented on Jul 13, 2023

    @danrossi
    Contributor

    I've rebuilt everything and integrated webxr into the manual demos in this branch. But npm isn't liking checking out your branch of three with the fixes, the module has to be copied in. There is a possible bug with webxrmanager I have to figure out. I'll work out the issue with my effect so it's applied to both webxr cameras.

    https://github.com/danrossi/postprocessing/tree/webxr-render-fix

  9. danrossi commented on Jul 14, 2023

    @danrossi
    Contributor

    I've fully upgraded the manual and public demos with the fix merged with latest three in that branch. It seems to be working but can't get pages generated for it. fullscreen render.

    Screenshot (91)

  10. Utopiah commented on Apr 10, 2024

    @Utopiah

    Wondering what's the status.

  11. danrossi commented on Apr 11, 2024

    @danrossi
    Contributor

    I spent too much time on it and gave up for now. It's waiting on integrating changes in three. I couldnt get the lens distortion showing up stereo its just monoscopic.

  12. vanruesc commented on Feb 9, 2025

    @vanruesc
    Member

    Closing in favor of #677.

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