[x] Dev
[x] Chromium WebVR Oculus build (April 6, 2016)
You're pointing to files in the master branch but maybe thsee issues are different in the development branch dev already?
You're pointing to files in the master branch but maybe thsee issues are different in the development branch dev already?
Sorry, I meant to link to dev files; was testing there. Fixed URLs.
Isn't this a bug in Chromium?
Isn't this a bug in Chromium?
Is it? I don't know. @toji?
If you want content mirrored to the external display the code either needs to re-draw the scene after calling submitFrame or set { preserveDrawingBuffer: true } in the context attributes when creating the WebGL context. Also note that you should only mirror content when vrDisplay.capabilities.hasExternalDisplay == true, because otherwise there's no display to mirror to. (Like Cardboard)
I just experimented the same problem on Edge with current builds. Adding the "preserveDrawingBuffer:true" in the renderer fixes the problem (found out via Samira Hidji through this conversation: https://twitter.com/samirahirji/status/1034139068651560963)
Is this a normal behavior? If so, why does it work on Firefox without the preservedrawingbuffer but not on Edge?
Test use case:
Without preserveDrawingBuffer: https://glitch.com/~six-galley
With preserveDrawingBuffer: https://glitch.com/~grave-hovercraft
Is this a normal behavior? If so, why does it work on Firefox without the preservedrawingbuffer but not on Edge?
I guess you should ask Microsoft people instead?
@toji does WebXR also need preserveDrawingBuffer: true?
I guess @SamiraAtMicrosoft might be able to let us know if there's any insight on the fact that it only occurs on Microsoft HMDs
This behavior was implemented in Edge to avoid drawing the canvas to the web page unnecessarily while immersed in WebVR.
Working as intended then 馃憣