aframevr / aframevr/aframe

Using color write false over shadeless GLTF is not drawing properly one oculus quest.

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Dominant language
JavaScript
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Description

Description:

I am trying to use a gltf file that will occlude other meshes in a scene.

I've found a solution that works fine on IOS and Desktop, however using the same on the oculus browser on the quest is causing some serious drawing artifacts.

I thought I'd pose the wall I hit as a bug in case others walk this way.

https://jsfiddle.net/bv8j0ty6/2/

  • A-Frame Version:

  • Platform / Device:

  • Reproducible Code Snippet or URL:

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First steps

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  4. Open a pull request that references the issue number.

Research direction

Start with the linked jsfiddle reproduction and compare the shadeless GLTF occlusion behavior on Oculus Quest against iOS and desktop. Done means the GLTF occludes other meshes without drawing artifacts in the Oculus browser; the issue does not name a source file or test to inspect.

Written by the indexing model from the issue text.

Assessment

Tech stack
javascript, three.js
Domain
computer-graphics, web-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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