Forum Discussion
dan.rossi.90
8 months agoProtege
Aliasing video texture in WebXR in Quest headsets
I have a strange report I can't replicate anywhere including on my Rift headset. Of aliasing on the actual video texture even with antialias configured and anisotropy set on the texture. I am unable ...
dan.rossi.90
7 months agoProtege
How are you rik. I saw those layer examples. So multiview isn't needed ? From my tests frame buffer upscaling was needed as Quest renders at lower resolutions but causes performance problems. I already had a method to render at the video frame rate for non webxr but renders at the headset rate in xr. It may still need to stay that frame rate.
I'm not sure how to integrate that to make it universal for non webxr and webxr. And it seems each mesh / group added to the scene needs its own layer and camera ? Its just basic top bottom video in a sphere geometry with a custom video controls that needs to render in webxr and controlled by controllers. So for the video it can use this. The controls has many planes, circle goemetries and the SDF text is a buffer geoemtry. It seems that api only supports plane and cylinder geometries. So may not work for 360 video with custom controls.
Im presuming I need to add this somehow for video.
https://github.com/immersive-web/webxr-samples/blob/main/layers-samples/eqrt-video.html
rik.cabanier
7 months agoExplorer
yes, support for equirect should be added to three. It's fairly simple since you could mimic the code for quad/cylinder layers.
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