Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Projection Layer not allocation correct-size texture on desktop browser w/ WebXR Emulator #40

Open
davehill00 opened this issue Jan 7, 2023 · 0 comments

Comments

@davehill00
Copy link

When running with the Layers polyfill on a desktop browser (Windows Chrome) and the Immersive Web Emulator, the projection layer doesn't seem to be allocating an appropriately sized render target.

More specifically, when running in this mode, both left and right eye are rendered to the projection layer. However, the width of the projection layer is allocated with the width of the browser window. Then, this is split in half and the left eye is rendered to the one half, and the right eye is rendered to the other half. Finally, when the projection layer "renders" out to the screen, the half of the texture that the left eye renders to is stretched to cover the entire browser window.

You can see this in the attached Spector.js trace. I've also attached a Spector.js trace from an app that is not using projection layers for comparison -- it only renders one eye, and renders it to the full-width render target.
projection_layer_polyfill_issue.zip
both_eyes_rendered
single_eye_rendered

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant