Open
Description
Description
This is a research ticket for gathering information on how to implement XR support in postprocessing
.
The rendering workflow in v7 consists of using a RenderPipeline
that uses a WebGLRenderer/WebGPURenderer
to render individual passes. Three's WebXR support requires the use of WebGLRenderer.setAnimationLoop
and it uses a special XR camera for the active XR session. So some parts definitely need to be changed but the actual scope of the changes needs to be specified before VR can be implemented.
Implementation Details
- TBD
Relevant sources
- Unregister the system / unload effects #216 (comment)
- Post-processing with WebXR mrdoob/three.js#18846 (comment)
- Post-processing with WebXR mrdoob/three.js#18846 (comment)
- WebGLRenderer: Improve offscreen rendering in WebXR. mrdoob/three.js#26160
- https://threejs.org/docs/?q=vr#manual/en/introduction/How-to-create-VR-content
- https://threejs.org/docs/?q=xr#api/en/renderers/webxr/WebXRManager