Three.js: Multiview breaks oculus browser

Created on 29 Oct 2019  路  4Comments  路  Source: mrdoob/three.js

Description of the problem

Oculus browser reports the OVR_multiview2 extension even on a webgl1 context enabling multiview which then tries to use WebGL2 methods and fails. Workaround for now is to enable antialiasing, which will disable multiview, but we should check for webgl2 presence specifically

Three.js version
  • [x] Dev
  • [x] r109
  • [ ] ...
Browser
  • [] All of them
  • [ ] Chrome
  • [ ] Firefox
  • [ ] Internet Explorer
  • [x] Oculus browser

    OS
  • [] All of them

  • [ ] Windows
  • [ ] macOS
  • [ ] Linux
  • [ ] Android
  • [ ] iOS
  • [x] Oculus
Hardware Requirements (graphics card, VR Device, ...)

Oculus quest

Browser Issue

Most helpful comment

@fernandojsg @wizgrav @mrdoob OVR_multiview2 should be fixed in just released Oculus Browser 6.2 (check out Oculus Store). OVR_multiview2 is also enabled by default since this version. Refer to https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/ for more details.

All 4 comments

This should be a bug on the oculus browser, as OVR_multiview2 should not be listed on WebGL1 contexts /cc @Artyom17

@fernandojsg yeah I agree, but it wouldn't hurt to check for WebGL2 as well

@fernandojsg @wizgrav @mrdoob OVR_multiview2 should be fixed in just released Oculus Browser 6.2 (check out Oculus Store). OVR_multiview2 is also enabled by default since this version. Refer to https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/ for more details.

@Artyom17 that's great! thanks for the info!

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