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WebXR

WebXR comprises a group of standards (most notably the WebXR Device API) that allow browsers to communicate with augmented reality and virtual reality devices, enabling developers to create immersive experiences that can be accessed on the web.
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Running the tabs default launch command (-t
) does not respect redirects at the target.
$ node . -t https://aframe.io/a-painter
https://aframe.io/a-painter/
and serve HTML there:
$ curl -i https://aframe.io/a-painter
HTTP/1.1 301 Moved Permanently
Date: Mon, 03 Jun 2019 20:10:27 GMT
Content-Type: text/ht
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Add a Text Element
You should be able to add text to a scene. Either as a Text Geometry or SDF text, probably both.
There's already a text component in AFrame that we can use in Hubs. We would need to add a new Spoke node with the ability to preview the text.
I think we should export the following properties:
value
align
anchor
baseline
color
he
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Noticed the right half of the keyboard works correctly for transparency during hover, but the left side keys show a black background on hover. The keys circled below are the ones tested as having this issue.
’ is deprecated: Use QRecursiveMutex instead of a recursive QMutex [-Wdeprecated-declarations]
Related to #1190
Ideally we will have a gltf for each device, but in the meantime we could use a generic VR input device like https://poly.google.com/view/cUT5C1Krx7g or https://poly.google.com/view/0n5B6e5lYZe
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Created by Immersive Web Working Group
- Organization
- immersive-web
- Website
- www.w3.org/TR/webxr
- Wikipedia
- Wikipedia
See forum post: https://forum.babylonjs.com/t/babylon-editor-export-texture-scaling/12723/26
Reproducible via playground: https://playground.babylonjs.com/#DHZKGW#7
Currently when we export specularGlossiness PBRMaterials via
_GLTFMaterialExporter._convertSpecularGlossinessTexturesToMetallicRoughnessAsync
We combine albedo + glossiness textures into Base64 texture string, stripping all