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WebXR multi-camera in VR mode !!! #17

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akharroubi opened this issue Mar 9, 2020 · 2 comments
Open

WebXR multi-camera in VR mode !!! #17

akharroubi opened this issue Mar 9, 2020 · 2 comments
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enhancement New feature or request

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@akharroubi
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akharroubi commented Mar 9, 2020

Hi, thank you again,

I test the project with WebXR for a VR application, but once I apply the VR mode, I find myself with two cameras at the same time; that of the headset and that of the scene ... I do not understand is what it is a conflict between the camera of Potree and ThreeJS !

Thank you so much for the quick responses.
@tentone
in normal mode:
Capture d’écran (149)
in VR mode activated
Capture d’écran (150)

@tentone tentone added the enhancement New feature or request label Mar 10, 2020
@tentone
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tentone commented Mar 10, 2020

Hello

This is a tricky one, multiple view is not supported in potree because nodes are loaded/discarded based on the camera view.

With multiple cameras (e.g) you will get some conflict with nodes getting loaded and discarded without any consistency.

For VR two cameras are created intenally in threejs (check https://github.com/mrdoob/three.js/blob/dev/src/renderers/webxr/WebXRManager.js), I will have to do some tests in order to propose a solution:

For VR using a single camera for node selection should work fine since they are really close.

Thanks a lot

@akharroubi
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hello,

I still have the same problem with augmented reality (AR), I find myself with two objects rendered, one on the ground (anchored and fixed) and another which is always visible on the screen, can you help me I am blocked?

normally once I return in AR the object must disappear and be projected on the ground and not remain too !!!

is it because of the presence of two synchronized scenes or what?

@tentone

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