Now we have WebXR Layers support. Thank you ! Dixit Oculus doc, textures are more accurates, this is cool ! I’m looking around a webXR code structure/organization (focused on the OQ2)
Imagine a multiplayer FPS game (mouse+keyboard support AND OQ2), a la pavlovvr ++.
Does it make sens to “think layers”, like this ? Perhaps i’m missing something and we can not use layers like that ?
- layer 0: scene meshes
- layer 1: reserved (rendering)
- layer 2: reserved (rendering)
- layer 3: weapon & controllers (may be 2 different layers)
- layer 4: contextual objects (menus, bullets fast animation, may be 2 different layers)
- layer 5: raytracer + bvh ?
Does the code should have a kind of layer manager to handle switches in layers if needed, depending of the session (XR or keyboard+mouse - no layers ) ? technicaly possible ? overkill ?
Does it make sens to tend to try to use webworkers “by layers” ? with webworkers contraints, of course.
Any kind of feedback appreciated