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/
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A-Frame Version:
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Platform / Device:
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Reproducible Code Snippet or URL:
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- 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