[Webkit-unassigned] [Bug 208988] [WebXR] Implement WebXR device API
bugzilla-daemon at webkit.org
bugzilla-daemon at webkit.org
Sat May 27 00:49:51 PDT 2023
https://bugs.webkit.org/show_bug.cgi?id=208988
Daniel Rossi <electroteque at gmail.com> changed:
What |Removed |Added
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CC| |electroteque at gmail.com
--- Comment #18 from Daniel Rossi <electroteque at gmail.com> ---
I've enabled all the WebXR flags in IOS 16.4 and these samples failed to detect for WebXR. should it display a cardboard mode like native WebXR in Android ? Do we have to wait to test until IOS 17 which makes some devices redundant and won't be able to get IOS 17. ?
I've had complaints to reinstate the WebXR polyfill but the project is vacant and its completely broken. Unrelated to IOS but I had to fix fullscreen support as iPhone has no native fullscreen support to show the canvas ! That is another oversight no html fullscreen make the canvas fullscreen. The fullscreen hack for iPhone is a fixed position 100wh 100vh css rule.
Is there a way to check a build that actually has WebXR enabled ?
https://immersive-web.github.io/webxr-samples/
this check should work if WebXR is enabled.
https://jsfiddle.net/danrossi303/ng7x4aw3/3/
More info about the polyfill broken still needed for IOS.
https://discourse.threejs.org/t/webxr-polyfill-broken-with-latest-three-js/51812/6
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