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Enable Depth Sensing for immersive-ar applications. #23881
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@listdo Which modern browsers support this feature? Is there a demo we can try? |
@mrdoob |
here is the WebXR sample: with a bit of work, this would allow occlusion of threejs scenes with the real world, like this: |
it looks like this is supported today by passing https://github.com/search?q=repo%3Amrdoob%2Fthree.js%20depth-sensing&type=code |
A first approach of depth sensing has been implemented via #27586 ( |
Hi, I just tried the Dragging demo: https://threejs.org/examples/webxr_xr_dragging.html and got the following warning:
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@billleap Any chance you can share the device you got that error with? |
I am seeing the same error on Magic Leap 2 device. I think the issue is because |
@mrdoob @idrisshah |
@cabanier Are we missing a check before using |
It looks like the Quest browser is not requiring that this dictionary is passed. Strange, because I would expect the existing Chromium code to enforce this. |
Chromium does seem to enforce it here: |
Is your feature request related to a problem? Please describe.
In my research project we are looking for a way to use depth sensing and access depth data from immersive ar applications. Currently it seems like it is not possible to enable the optional feature "depth-sensing" provided by the api of modern browsers.
Describe the solution you'd like
I would like to be able to use the new "depth-sensing"-feature provided by the modern chrome browser api described in: https://www.w3.org/TR/webxr-depth-sensing-1/
Describe alternatives you've considered
All alternatives that lead to the same result.
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