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Description
In the WebGPU AR example: https://immersive-web.github.io/webxr-samples/webgpu/ar-barebones.html I put scaleFactor: 0.5 into the parameters of XRGpuBinding.createProjectionLayer().
This causes the content to be drawn with half width and height (top-left quarter of the screen).
According to this WebGL docs, "Projection layers fill the observer's entire view" though (https://developer.mozilla.org/en-US/docs/Web/API/XRWebGLBinding/createProjectionLayer).
within my C++ code the problem persists when i just clear the screen with opaque-black (no proj-matrix in use). Trying to force the viewport to be match the actual screen-size by using wgpuRenderPassEncoderSetViewport() does stretch the drawn content, but it is still cut-off to half the screen (top-left quarter of the screen).
Isn't the Projection-Layer meant to always be full-screen, or is there another way to show a down-scaled Projection-Layer to be full-screen?