forked from EXT/VR180-Web-Player
Revert "Fix stereo rendering glitches on Meta Quest browsers"
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@@ -428,20 +428,25 @@ function init() {
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return;
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}
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// Use view matrix eye offset for reliable stereo detection
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// This works consistently across Quest Browser updates and Safari/VisionOS
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// Left eye has negative X offset, right eye has positive X offset
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const viewMatrix = activeCamera.matrixWorldInverse;
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const eyeOffsetX = viewMatrix.elements[12];
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const xrCamera = renderer.xr.getCamera();
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if (eyeOffsetX < 0) {
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// Left eye - show left half of SBS video
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material.map.offset.x = 0;
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if (xrCamera && xrCamera.cameras && xrCamera.cameras.length >= 2) {
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if (activeCamera === xrCamera.cameras[0]) {
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material.map.offset.x = 0;
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} else if (activeCamera === xrCamera.cameras[1]) {
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material.map.offset.x = 0.5;
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} else {
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material.map.offset.x = 0;
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}
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material.map.repeat.x = 0.5;
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} else {
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// Right eye - show right half of SBS video
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material.map.offset.x = 0.5;
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const projMatrixEl8 = activeCamera.projectionMatrix.elements[8];
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if (projMatrixEl8 < -0.0001) {
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material.map.offset.x = 0; material.map.repeat.x = 0.5;
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} else if (projMatrixEl8 > 0.0001) {
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material.map.offset.x = 0.5; material.map.repeat.x = 0.5;
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}
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}
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material.map.repeat.x = 0.5;
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};
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// Initialize 2D camera
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@@ -1726,12 +1731,6 @@ function renderXR(timestamp, frame) {
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}
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}
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try {
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// Ensure video texture is synchronized with render loop
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// This prevents glitches from texture update timing issues on Quest browsers
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if (videoTexture && video && !video.paused && !video.ended) {
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videoTexture.needsUpdate = true;
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}
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handleControllerInteractions();
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renderer.render(scene, camera);
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} catch (error) {
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