Comments (3)
Poof! Done!
from webxr-polyfill.
I think you've hit the limit of what can be fixed before merging back to master. Merge it in and lets just start using it for everything and see what breaks!
from webxr-polyfill.
If it's working with most of the examples, that sounds great; let's get it merged, and start filing issues we find -- tests are probably the biggest one!
from webxr-polyfill.
Related Issues (20)
- iOS 13 adds permission API for device motion HOT 1
- Are grip/targetRayTransform numbers in GamepadMappings correct? HOT 1
- Android Firefox 68.5.0 is not treated as mobile device HOT 3
- requestSession fails on iPad OS 13
- IOS 13 rendering upside down with orientation working HOT 4
- Configurable the number of views
- Rename XR interface to XRSystem
- CardboardVR on HTTP
- Webxr partially started on IOS 13
- Framebuffer deleted before attempting to bind HOT 3
- Fullscreen not entered correctly on iOS 13 HOT 3
- Eventual crash on HoloLens from GamepadXRInputSource HOT 1
- Use Polyfill as default solution, also on android HOT 1
- Right eye missing in updated three.js with video textures HOT 1
- DeviceOrientationEvent.requestPermission() HOT 2
- Element order changes after exiting VR
- Polyfilled XRWebGLLayer is not spec compliant HOT 1
- HitTest support HOT 2
- WebXR Polyfill broken with latest three.js HOT 1
- EventTarget doesn't include support for handleEvent
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