Skip to content

Conversation

@mrxz
Copy link

@mrxz mrxz commented Aug 14, 2025

Based on #24. Turns out there were a couple more issues that needed to be resolved to get multiview working again.

  • The textures.runDeferredUploads() call got lost
  • The logic in setRenderTargetTextures changed in Three.js upstream, making the multiview specific changes no longer needed
  • The cache key in WebGLPrograms used the same index for numMultiviewViews as alphaToCoverage. Most likely one got added upstream and the numMultiviewViews wasn't incremented.

@KooIaIa
Copy link

KooIaIa commented Aug 18, 2025

I built this version of three, added it to a-frame, built aframe, and ran this example https://aframe.io/examples/showcase/handtracking/

Set multiviewStereo: true. Ran great! No visual bugs or performance issue.

@KooIaIa
Copy link

KooIaIa commented Aug 18, 2025

Actually I do get 1 warning when using this though it seems to work ok:

image

WebGL: INVALID_ENUM: texParameter: invalid parameter
a-scene.js:289

@dmarcos dmarcos merged commit f363fe6 into supermedium:dev Sep 17, 2025
10 of 11 checks passed
@dmarcos
Copy link
Member

dmarcos commented Sep 17, 2025

Thank you!

dmarcos pushed a commit that referenced this pull request Nov 12, 2025
Fix incorrect handling of depth buffer when stencil buffer was enabled

WebXR: check for null render target (#15) (#17)

Fix multiview for WebXRManager, some changes were lost in a previous rebase (#25)
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

Successfully merging this pull request may close these issues.

3 participants