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Breaking WebVR changes #4311

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pjcozzi opened this issue Sep 10, 2016 · 6 comments
Closed

Breaking WebVR changes #4311

pjcozzi opened this issue Sep 10, 2016 · 6 comments

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@pjcozzi
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pjcozzi commented Sep 10, 2016

@bagnell can you please review to see if we need to make any updates: http://blog.tojicode.com/2016/09/update-on-webvr-spec-chrome-and-https.html

If not, please close.

@pjcozzi
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pjcozzi commented Apr 3, 2017

@airflyer13
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Are there any plans regarding vr support for devices like the Vive or the Rift? WebVR is pretty stable by now compared to pre 1.0 Versions. Or is there a way to "hack" cesium to support These devices unofficially?

@mramato
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mramato commented Jul 27, 2017

@airflyer13 we absolutely want to make Cesium a world class VR platform and fully support WebVR, we just haven't had the time to dedicate to it because the rapid success and growth of the 3D Tiles ecosystem takes up most of our time for now.

If anyone is interested in helping out, we would be happy to look at any PRs related to improving our current support. (Most of the team has access to hardware for testing).

@pjcozzi
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pjcozzi commented Nov 3, 2017

Related: Using VR controllers with WebVR

@pjcozzi
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pjcozzi commented Sep 21, 2018

I believe now duplicate with #3422.

@pjcozzi pjcozzi closed this as completed Sep 21, 2018
@cesium-concierge
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Congratulations on closing the issue! I found these Cesium forum links in the comments above:

https://groups.google.com/forum/#!topic/cesium-dev/XptX5inZGes

If this issue affects any of these threads, please post a comment like the following:

The issue at #4311 has just been closed and may resolve your issue. Look for the change in the next stable release of Cesium or get it now in the master branch on GitHub https://github.com/AnalyticalGraphicsInc/cesium.


I am a bot who helps you make Cesium awesome! Contributions to my configuration are welcome.

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