It has come to my attention that geometries like PlaneGeometry do not display 3D in WebXR. They display at the same location and “mono” in stereo. I’ve got a video control menu in XR with a progress bar. Which I replicated in this test. What do I need to do to render as 3D in WebXR ? A second set of meshes on layer 2 ?
I’ve created a few more tests by creating meshes for both eye layers but not sure there is a difference.
https://electroteque.org/dev/threejs/examples/planetest2.html
https://electroteque.org/dev/threejs/examples/planetest3.html
with multiview disabled which is doing the rendering in xr
Are you trying to render actual 3d vr video, or just play a 2d video on a plane in 3d?
PlaneGeometry by itself is no different than any other kind of geometry, so any issue you are having is most likely directly due to it being a video based texture. (Your post seems to imply that this is somehow related to the type of geometry being used to display the video..)
video controls on top of video. I’ve had complaint the geometry isn’t “3D” because it’s displaying the same location for both eyes they claim it’s “mono”.
So the question is how to make it look like it has depth in WebXR. I think that is what they mean. I don’t know what they mean still. Is it displaying 3D ?
I made a test of multiple meshes on layers for each eye but cant see the difference.
I believe the requirement is the geometry needs to show depth. While they are complaing it renders mono in XR. So in the layers example the right eye has to display different to the left eye somehow.
Is the source video stereoscopic?
It’s video controls in the projection layer render, hence the progress bar. Its geometries displaying without depth while in XR. I believe they are displaying in the same location in each eye so not displaying “3D”. Not about the video. the stereo video I am working with not what I just included in the demo, the right eye does display differently so shows depth.