I want to blur the camera view on immersive-ar. Doesn’t need to actually blur the whole camera so I am planning to just use a plane with a material that has a blur shader. I tried webxr.renderer as the texture src for my shader and it works as far a there is no A-frame elements on the current view. I think is because the renderer can not render itself so how to access to the actual raw camera feed?
This feature is not yet implemented. More details at GitHub:
opened 11:59AM - 17 Jul 23 UTC
Enhancement
### Description
I have a THREE.PlaneGeometry that has a videotexture on it, a… nd I position it using the hit detection from WebXR just by touching the screen. No problems. But if I enable camera-access from WebXR, the texture will become the live camera feed. I want to be able to have the camera image, while also having the normal videotexture and 3D scene.
### Reproduction steps
1. Open the 1st Github page. You should see an app that uses WebXR to position a video with hit detection when you touch the screen. No problems at all.
2. Open the 2nd Github page. The only difference is that I removed the comment from the camera-access in the required features of WebXR, and now the videotexture becomes the live camera feed.
### Code
const videoTexture = new THREE.VideoTexture(video);
...
navigator.xr
.requestSession("immersive-ar", {
requiredFeatures: ["camera-access", "hit-test", "local"],
optionalFeatures: ["dom-overlay"],
domOverlay: { root: document.getElementById("overlay") },
})
.then(onSessionStarted, onRequestSessionError);
### Live example
* https://schaldach.github.io/video-texture-demo/
* https://schaldach.github.io/video-texture-demo-camera-access/
### Screenshots
No camera-access:

Camera-access:


### Version
0.147.0
### Device
Mobile
### Browser
Chrome
### OS
Android
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