Hi,
I’m using threejs webxr on Oculus Quest 2,
as you can see from the screenshot when I switch to WebXR a sort of “chessboard” artifacts appears which makes rendering step worst in particular when the object is rendered by a texture. Using wireframe the bad rendered effect is more visible. In order to avoid my “bad using” of threejs I looked webxr_vr_dragging.html (modified just to introduce a wireframe) and the rendering problem appears also.
I test the various releases and I discovered that the problem appears since release r136. r135 and below (I tested till r130) are ok.
Have you any idea or suggestion for this?
I tried to search for analogous post but I didn’t find anything with artifacts or other keys on webxr.
Yes, they are visible for example in webxr_vr_dragging.html,
I modified it just to set wireframe true because with wireframe the problem is more visible.
I add wireframe to the material, I changed the code of webxr_vr_dragging.html
…
const geometries = [
new THREE.BoxGeometry( 0.2, 0.2, 0.2 ),
new THREE.ConeGeometry( 0.2, 0.2, 64 ),
new THREE.CylinderGeometry( 0.2, 0.2, 0.2, 64 ),
new THREE.IcosahedronGeometry( 0.2, 8 ),
new THREE.TorusGeometry( 0.2, 0.04, 64, 32 )
];
for ( let i = 0; i < 50; i ++ ) {
const geometry = geometries[ Math.floor( Math.random() * geometries.length ) ];
const material = new THREE.MeshStandardMaterial( {
color: Math.random() * 0xffffff,
roughness: 0.7,
metalness: 0.0,
**wireframe: true**
} );
…
the result is (I’ve indicated with two red arrows the begin of artifact):
I observed that this “artifact” rectangle change the controller line tracking color where line intersecs this rectangle, as I could suppose which the problem influence the lines primitive, anyway there no problem with release r135 and below.
I upload a screenshot because I’m using oculus quest visor.